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

Description:
  A general description for this facility.

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

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

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

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

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

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


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*BEGIN*
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Name                := Metropolis I
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 900 of each resource per turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2700 of each resource for an empire.
Ability 7 Val 1     := 2700
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 2700
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 2700
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    := Decrease in leisure time causes populations to grow angrier on this planet by 2% per turn.\n
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis II
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 21000
Cost Organics       := 21000
Cost Radioactives   := 21000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 2
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1000 of each resource per turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3000 of each resource for an empire.
Ability 7 Val 1     := 3000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis III
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 22000
Cost Organics       := 22000
Cost Radioactives   := 22000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 3
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1050 of each resource per turn.
Ability 2 Val 1     := 1050
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1050
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3150 of each resource for an empire.
Ability 7 Val 1     := 3150
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3150
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3150
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IV
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 23000
Cost Organics       := 23000
Cost Radioactives   := 23000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 4
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 4
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1100 of each resource per turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3300 of each resource for an empire.
Ability 7 Val 1     := 3300
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3300
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3300
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis V
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 24000
Cost Organics       := 24000
Cost Radioactives   := 24000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 5
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 5
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1150 of each resource per turn.
Ability 2 Val 1     := 1150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3450 of each resource for an empire.
Ability 7 Val 1     := 3450
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3450
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3450
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VI
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 6
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 6
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1200 of each resource per turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3600 of each resource for an empire.
Ability 7 Val 1     := 3600
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3600
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3600
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 26000
Cost Organics       := 26000
Cost Radioactives   := 26000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 7
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 7
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1250 of each resource per turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3750 of each resource for an empire.
Ability 7 Val 1     := 3750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3750
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3750
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VIII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 27000
Cost Organics       := 27000
Cost Radioactives   := 27000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 8
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 8
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1300 of each resource per turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3900 of each resource for an empire.
Ability 7 Val 1     := 3900
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3900
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3900
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IX
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 28000
Cost Organics       := 28000
Cost Radioactives   := 28000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 9
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 9
Tech Area Req 4     := Applied Research
Tech Level Req 4    := 5
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1450 of each resource per turn.
Ability 2 Val 1     := 1450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1450
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1450
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 550 research points each turn.
Ability 5 Val 1     := 550
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4350 of each resource for an empire.
Ability 7 Val 1     := 4350
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 4350
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 4350
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis I
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 1
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 900 of each resource per turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2700 of each resource for an empire.
Ability 7 Val 1     := 2700
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 2700
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 2700
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis II
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 21000
Cost Organics       := 21000
Cost Radioactives   := 21000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 2
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 2
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1000 of each resource per turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3000 of each resource for an empire.
Ability 7 Val 1     := 3000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis III
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 22000
Cost Organics       := 22000
Cost Radioactives   := 22000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 3
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 3
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1050 of each resource per turn.
Ability 2 Val 1     := 1050
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1050
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3150 of each resource for an empire.
Ability 7 Val 1     := 3150
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3150
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3150
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IV
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 23000
Cost Organics       := 23000
Cost Radioactives   := 23000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 4
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 4
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1100 of each resource per turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3300 of each resource for an empire.
Ability 7 Val 1     := 3300
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3300
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3300
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis V
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 24000
Cost Organics       := 24000
Cost Radioactives   := 24000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 5
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 5
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1150 of each resource per turn.
Ability 2 Val 1     := 1150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3450 of each resource for an empire.
Ability 7 Val 1     := 3450
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3450
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3450
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VI
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 6
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 6
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1200 of each resource per turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3600 of each resource for an empire.
Ability 7 Val 1     := 3600
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3600
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3600
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 26000
Cost Organics       := 26000
Cost Radioactives   := 26000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 7
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 7
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1250 of each resource per turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3750 of each resource for an empire.
Ability 7 Val 1     := 3750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3750
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3750
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VIII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 27000
Cost Organics       := 27000
Cost Radioactives   := 27000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 8
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 8
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1300 of each resource per turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3900 of each resource for an empire.
Ability 7 Val 1     := 3900
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3900
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3900
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IX
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 28000
Cost Organics       := 28000
Cost Radioactives   := 28000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Organics Harvesting
Tech Level Req 2    := 9
Tech Area Req 3     := Radioactives Harvesting
Tech Level Req 3    := 9
Tech Area Req 4     := Forced Evolutionary Advancement
Tech Level Req 4    := 5
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1450 of each resource per turn.
Ability 2 Val 1     := 1450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1450
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1450
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 550 research points each turn.
Ability 5 Val 1     := 550
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4350 of each resource for an empire.
Ability 7 Val 1     := 4350
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 4350
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 4350
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis I
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 1
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 1
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 900 of each resource per turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2700 of each resource for an empire.
Ability 7 Val 1     := 2700
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 2700
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 2700
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis II
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 21000
Cost Organics       := 21000
Cost Radioactives   := 21000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 2
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 2
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1000 of each resource per turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3000 of each resource for an empire.
Ability 7 Val 1     := 3000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis III
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 22000
Cost Organics       := 22000
Cost Radioactives   := 22000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 3
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 3
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1050 of each resource per turn.
Ability 2 Val 1     := 1050
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1050
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3150 of each resource for an empire.
Ability 7 Val 1     := 3150
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3150
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3150
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IV
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 23000
Cost Organics       := 23000
Cost Radioactives   := 23000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 4
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 4
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1100 of each resource per turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3300 of each resource for an empire.
Ability 7 Val 1     := 3300
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3300
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3300
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis V
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 24000
Cost Organics       := 24000
Cost Radioactives   := 24000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 5
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 5
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1150 of each resource per turn.
Ability 2 Val 1     := 1150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3450 of each resource for an empire.
Ability 7 Val 1     := 3450
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3450
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3450
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VI
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 6
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 6
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1200 of each resource per turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3600 of each resource for an empire.
Ability 7 Val 1     := 3600
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3600
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3600
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 26000
Cost Organics       := 26000
Cost Radioactives   := 26000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 7
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 7
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1250 of each resource per turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3750 of each resource for an empire.
Ability 7 Val 1     := 3750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3750
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3750
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VIII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 27000
Cost Organics       := 27000
Cost Radioactives   := 27000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 8
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 8
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1300 of each resource per turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3900 of each resource for an empire.
Ability 7 Val 1     := 3900
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3900
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3900
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IX
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 285
Cost Minerals       := 28000
Cost Organics       := 28000
Cost Radioactives   := 28000
Number of Tech Req  := 5
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Organics Farming
Tech Level Req 2    := 9
Tech Area Req 3     := Mana Harvesting
Tech Level Req 3    := 9
Tech Area Req 4     := Magical Research
Tech Level Req 4    := 5
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1450 of each resource per turn.
Ability 2 Val 1     := 1450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1450
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1450
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 550 research points each turn.
Ability 5 Val 1     := 550
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4350 of each resource for an empire.
Ability 7 Val 1     := 4350
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 4350
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 4350
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis I
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 1
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 900 of each resource per turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2700 of each resource for an empire.
Ability 7 Val 1     := 2700
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 2700
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 2700
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis II
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 21000
Cost Organics       := 21000
Cost Radioactives   := 21000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 2
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 2
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1000 of each resource per turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3000 of each resource for an empire.
Ability 7 Val 1     := 3000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis III
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 22000
Cost Organics       := 22000
Cost Radioactives   := 22000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 3
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 3
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1050 of each resource per turn.
Ability 2 Val 1     := 1050
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1050
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3150 of each resource for an empire.
Ability 7 Val 1     := 3150
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3150
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3150
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IV
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 23000
Cost Organics       := 23000
Cost Radioactives   := 23000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 4
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 4
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1100 of each resource per turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3300 of each resource for an empire.
Ability 7 Val 1     := 3300
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3300
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3300
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis V
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 24000
Cost Organics       := 24000
Cost Radioactives   := 24000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 5
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 5
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1150 of each resource per turn.
Ability 2 Val 1     := 1150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3450 of each resource for an empire.
Ability 7 Val 1     := 3450
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3450
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3450
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VI
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 6
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 6
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1200 of each resource per turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3600 of each resource for an empire.
Ability 7 Val 1     := 3600
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3600
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3600
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 26000
Cost Organics       := 26000
Cost Radioactives   := 26000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 7
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 7
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1250 of each resource per turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3750 of each resource for an empire.
Ability 7 Val 1     := 3750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3750
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3750
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VIII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 27000
Cost Organics       := 27000
Cost Radioactives   := 27000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 8
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 8
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1300 of each resource per turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3900 of each resource for an empire.
Ability 7 Val 1     := 3900
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3900
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3900
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IX
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 241
Cost Minerals       := 28000
Cost Organics       := 28000
Cost Radioactives   := 28000
Number of Tech Req  := 5
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Organic Matter Collection
Tech Level Req 2    := 9
Tech Area Req 3     := Radioactives Energy Fabrication
Tech Level Req 3    := 9
Tech Area Req 4     := Energy Research
Tech Level Req 4    := 5
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1450 of each resource per turn.
Ability 2 Val 1     := 1450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1450
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1450
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 550 research points each turn.
Ability 5 Val 1     := 550
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4350 of each resource for an empire.
Ability 7 Val 1     := 4350
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 4350
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 4350
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis I
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 1
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 900 of each resource per turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2700 of each resource for an empire.
Ability 7 Val 1     := 2700
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 2700
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 2700
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis II
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 21000
Cost Organics       := 21000
Cost Radioactives   := 21000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 2
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1000 of each resource per turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 350 research points each turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3000 of each resource for an empire.
Ability 7 Val 1     := 3000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis III
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 22000
Cost Organics       := 22000
Cost Radioactives   := 22000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 3
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1050 of each resource per turn.
Ability 2 Val 1     := 1050
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1050
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3150 of each resource for an empire.
Ability 7 Val 1     := 3150
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3150
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3150
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IV
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 23000
Cost Organics       := 23000
Cost Radioactives   := 23000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 4
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 4
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 2
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1100 of each resource per turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 400 research points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3300 of each resource for an empire.
Ability 7 Val 1     := 3300
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3300
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3300
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis V
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 24000
Cost Organics       := 24000
Cost Radioactives   := 24000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 5
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 5
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1150 of each resource per turn.
Ability 2 Val 1     := 1150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3450 of each resource for an empire.
Ability 7 Val 1     := 3450
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3450
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3450
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VI
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 6
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 6
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 3
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1200 of each resource per turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 450 research points each turn.
Ability 5 Val 1     := 450
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3600 of each resource for an empire.
Ability 7 Val 1     := 3600
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3600
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3600
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 26000
Cost Organics       := 26000
Cost Radioactives   := 26000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 7
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 7
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1250 of each resource per turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3750 of each resource for an empire.
Ability 7 Val 1     := 3750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3750
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3750
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis VIII
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 27000
Cost Organics       := 27000
Cost Radioactives   := 27000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 8
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 8
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 4
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1300 of each resource per turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3900 of each resource for an empire.
Ability 7 Val 1     := 3900
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 3900
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 3900
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Metropolis IX
Description         := Large, industrialized population center.
Facility Group      := Advanced Development
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 28000
Cost Organics       := 28000
Cost Radioactives   := 28000
Number of Tech Req  := 5
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Automated Organics Extraction
Tech Level Req 2    := 9
Tech Area Req 3     := Automated Radioactives Extraction
Tech Level Req 3    := 9
Tech Area Req 4     := Computerized Research
Tech Level Req 4    := 5
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 11
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 1450 of each resource per turn.
Ability 2 Val 1     := 1450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1450
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1450
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 550 research points each turn.
Ability 5 Val 1     := 550
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 50 intelligence points each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4350 of each resource for an empire.
Ability 7 Val 1     := 4350
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     :=
Ability 8 Val 1     := 4350
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     :=
Ability 9 Val 1     := 4350
Ability 9 Val 2     := 0
Ability 10 Type     := Planet - Change Population Happiness
Ability 10 Descr    :=
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Planet - Change Conditions
Ability 11 Descr    := Pollution slows improvement of planetary conditions by 3% each year.
Ability 11 Val 1    := -3
Ability 11 Val 2    := 0

Name                := Ancestral Meeting Grounds
Description         := Ancient gathering place where the various groups of nomads have periodically gathered together for important events throughout the millennia.
Facility Group      := Zaibatsu Infrastructure
Facility Family     := 203
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 274
Cost Minerals       := 1000000
Cost Organics       := 1000000
Cost Radioactives   := 1000000
Number of Tech Req  := 2
Tech Area Req 1     := Fundamental Physics
Tech Level Req 1    := 0
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 350 research points each turn.
Ability 2 Val 1     := 350
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
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1500 of each resource for an empire.
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     :=
Ability 5 Val 1     := 1500
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     :=
Ability 6 Val 1     := 1500
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Event Chance - System
Ability 7 Descr     := Decreases the chance of any bad events in this system by 15% (only 1 facility per system effective).
Ability 7 Val 1     := -15
Ability 7 Val 2     := 0
Ability 8 Type      := Change Bad Intelligence Chance - System
Ability 8 Descr     := Decreases the chance of any sabotage activities in this system by 15% (only 1 facility per system effective).
Ability 8 Val 1     := -15
Ability 8 Val 2     := 0
Ability 9 Type      := Point Generation - Intelligence
Ability 9 Descr     := Generates 50 intelligence points each turn.
Ability 9 Val 1     := 50
Ability 9 Val 2     := 0

Name                := Research Center
Description         := Low-Tech workshop which develops new technology for a society.
Facility Group      := Zaibatsu Infrastructure
Facility Family     := 203
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 274
Cost Minerals       := 1000000
Cost Organics       := 1000000
Cost Radioactives   := 1000000
Number of Tech Req  := 2
Tech Area Req 1     := Fundamental Physics
Tech Level Req 1    := 0
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 350 research points each turn.
Ability 2 Val 1     := 350
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
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1500 of each resource for an empire.
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     :=
Ability 5 Val 1     := 1500
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     :=
Ability 6 Val 1     := 1500
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Event Chance - System
Ability 7 Descr     := Decreases the chance of any bad events in this system by 15% (only 1 facility per system effective).
Ability 7 Val 1     := -15
Ability 7 Val 2     := 0
Ability 8 Type      := Change Bad Intelligence Chance - System
Ability 8 Descr     := Decreases the chance of any sabotage activities in this system by 15% (only 1 facility per system effective).
Ability 8 Val 1     := -15
Ability 8 Val 2     := 0
Ability 9 Type      := Point Generation - Intelligence
Ability 9 Descr     := Generates 50 intelligence points each turn.
Ability 9 Val 1     := 50
Ability 9 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Automated Mineral Miner Facility I
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1050 minerals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Automated Mineral Miner Facility II
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Automated Mineral Miner Facility III
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1150 minerals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Miner Facility I
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Miner Facility II
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Miner Facility III
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber I
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber II
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber III
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber IV
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1050 minerals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber V
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 2200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Harvesting Chamber VI
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1150 minerals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Harvesting Chamber I
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Harvesting Chamber II
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Harvesting Chamber III
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 2600
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines I
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines II
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines III
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines IV
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1050 minerals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines V
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Mines VI
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1150 minerals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Elemental Mineral Mines I
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Elemental Mineral Mines II
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Elemental Mineral Mines III
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector IV
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1050 minerals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector V
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mineral Matter Collector VI
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1150 minerals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Matter Collector I
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Matter Collector II
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Deep Core Mineral Matter Collector III
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals IV
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1050 minerals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals V
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals VI
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1150 minerals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals VII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
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 Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals VIII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Minerals IX
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Basic Exploitation
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Automated Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Hydroponic Farm Facility I
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1050 organics each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Hydroponic Farm Facility II
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Hydroponic Farm Facility III
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1150 organics each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Farm Facility I
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Farm Facility II
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Farm Facility III
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester I
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester II
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester III
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester IV
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1050 organics each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester V
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organics Harvester VI
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1150 organics each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Organics Harvester I
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Organics Harvester II
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Subterranean Organics Harvester III
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Serf Farms I
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Serf Farms II
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Serf Farms III
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Peasant Farms I
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1050 organics each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Peasant Farms II
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Peasant Farms III
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1150 organics each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Freeman Farms I
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Freeman Farms II
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Freeman Farms III
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organic Matter Collector I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector IV
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1050 organics each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector V
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector VI
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1150 organics each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector VII
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector VIII
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Organic Matter Collector IX
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Organics I
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics II
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics III
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics IV
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1050 organics each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics V
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics VI
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1150 organics each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics VII
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics VIII
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Organics IX
Description         := Large scale industrial complex which creates gel circuitry components.
Facility Group      := Basic Exploitation
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Automated Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 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      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 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      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 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      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1050 radioactives each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1150 radioactives each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility VII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 radioactives each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility VIII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1250 radioactives each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Extraction Facility IX
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1300 radioactives each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester I
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester II
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester III
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester IV
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1050 radioactives each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester V
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester VI
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1150 radioactives each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester VII
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1200 radioactives each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester VIII
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1250 radioactives each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Radioactives Harvester IX
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1300 radioactives each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility I
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 800 mana crystals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 mana crystals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility II
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 900 mana crystals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 mana crystals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility III
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1000 mana crystals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 mana crystals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility IV
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1050 mana crystals each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 mana crystals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility V
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1100 mana crystals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 mana crystals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility VI
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1150 mana crystals each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 mana crystals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility VII
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1200 mana crystals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 mana crystals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility VIII
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1250 mana crystals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 mana crystals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Mana Refining Facility IX
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1300 mana crystals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 mana crystals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Energy Fabrication Facility I
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility II
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility III
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility IV
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1050 radioactives each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility V
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility VI
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1150 radioactives each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility VII
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 radioactives each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility VIII
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1250 radioactives each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Energy Fabrication Facility IX
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1300 radioactives each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Industrial Complex - Radioactives I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1050 radioactives each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1050
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1150 radioactives each turn.
Ability 1 Val 1     := 1150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1150
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives VII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 radioactives each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives VIII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1250 radioactives each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Complex - Radioactives IX
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Basic Exploitation
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Automated Radioactives Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1300 radioactives each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Slave Labor Camp - Minerals I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 880 minerals each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 990 minerals each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals IV
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1155 minerals each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals V
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1210 minerals each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals VI
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1265 minerals each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals VII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1320 minerals each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals VIII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1375 minerals each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Minerals IX
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1430 minerals each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals I
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 880 minerals each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals II
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 990 minerals each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals III
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals IV
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1155 minerals each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals V
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1210 minerals each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals VI
Description         := Large scale organism which harvests minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1265 minerals each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals VII
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1320 minerals each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals VIII
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1375 minerals each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Minerals IX
Description         := Large scale organism which harvests minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Harvests 1430 minerals each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines I
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 880 minerals each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines II
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 990 minerals each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines III
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines IV
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1155 minerals each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines V
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1210 minerals each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines VI
Description         := Large scale mining operations which mine minerals from the surface layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1265 minerals each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines VII
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1320 minerals each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines VIII
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1375 minerals each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mineral Mines IX
Description         := Large scale mining operations which mine minerals from the core of the planet and teleport them back to the surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 376
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1430 minerals each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 880 minerals each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1600 minerals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 990 minerals each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1800 minerals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
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 Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals IV
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 2750
Cost Organics       := 550
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1155 minerals each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2100 minerals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals V
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1210 minerals each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2200 minerals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals VI
Description         := Large scale automated planet processor which mines minerals from the deepest layers.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 3250
Cost Organics       := 650
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1265 minerals each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2300 minerals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals VII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3500
Cost Organics       := 700
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1320 minerals each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2400 minerals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals VIII
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 3750
Cost Organics       := 750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1375 minerals each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Minerals IX
Description         := Large scale automated planet processor which mines minerals from the core of the planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 211
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 107
Cost Minerals       := 4000
Cost Organics       := 800
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1430 minerals each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2600 minerals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Organics Slave Labor Farm I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 880 organics each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Organics Slave Labor Farm II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 990 organics each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Organics Slave Labor Farm III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Hydroponic Slave Labor Farm I
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1155 organics each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Hydroponic Slave Labor Farm II
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1210 organics each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Hydroponic Slave Labor Farm III
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1265 organics each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Subterranean Slave Labor Farm I
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1320 organics each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Subterranean Slave Labor Farm II
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1375 organics each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Subterranean Slave Labor Farm III
Description         := Subterranean caverns filled with automated agricultural facilities.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1430 organics each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics I
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 880 organics each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics II
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 990 organics each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics III
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics IV
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1155 organics each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics V
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1210 organics each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics VI
Description         := Massive organism which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1265 organics each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics VII
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1320 organics each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics VIII
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1375 organics each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Harvester - Organics IX
Description         := Massive subterranean organism which generates organic materials from within a planet.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 4
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1430 organics each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms I
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 880 organics each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms II
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 990 organics each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms III
Description         := Large-scale farms operated by serfs which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms IV
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1155 organics each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms V
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1210 organics each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms VI
Description         := Large-scale farms operated by peasants which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1265 organics each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms VII
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1320 organics each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms VIII
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1375 organics each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Farms IX
Description         := Large-scale farms operated by freemen which generate organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 331
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1430 organics each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Collector - Organics I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 880 organics each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 400
Cost Organics       := 2000
Cost Radioactives   := 400
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 990 organics each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1800 organics for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 157
Cost Minerals       := 500
Cost Organics       := 2500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics IV
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 550
Cost Organics       := 2750
Cost Radioactives   := 550
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1155 organics each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2100 organics for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics V
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 600
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1210 organics each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2200 organics for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics VI
Description         := Advanced biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 167
Cost Minerals       := 650
Cost Organics       := 3250
Cost Radioactives   := 650
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1265 organics each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2300 organics for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 700
Cost Organics       := 3500
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1320 organics each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2400 organics for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 750
Cost Organics       := 3750
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1375 organics each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Collector - Organics IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Forced Labor Exploitation
Facility Family     := 212
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 102
Cost Minerals       := 800
Cost Organics       := 4000
Cost Radioactives   := 800
Number of Tech Req  := 3
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1430 organics each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2600 organics for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 880 radioactives each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 990 radioactives each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1155 radioactives each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1210 radioactives each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1265 radioactives each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives VII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1320 radioactives each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives VIII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1375 radioactives each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Camp - Radioactives IX
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1430 radioactives each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives I
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 880 radioactives each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives II
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 990 radioactives each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives III
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives IV
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1155 radioactives each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives V
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1210 radioactives each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives VI
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1265 radioactives each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives VII
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1320 radioactives each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives VIII
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1375 radioactives each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Harvester - Radioactives IX
Description         := Massive organisms which process a planet's ore to generate refined high-energy materials.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Harvests 1430 radioactives each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner I
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 880 mana crystals each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 mana crystals for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner II
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 990 mana crystals each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 mana crystals for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner III
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1100 mana crystals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 mana crystals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner IV
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1155 mana crystals each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 mana crystals for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner V
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1210 mana crystals each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 mana crystals for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner VI
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1265 mana crystals each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 mana crystals for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner VII
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1320 mana crystals each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 mana crystals for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner VIII
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1375 mana crystals each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 mana crystals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Mana Refiner IX
Description         := Large facilities which process a planet's mana crystals to generate mana.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 310
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Refines 1430 mana crystals each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 mana crystals for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Slave Labor Energy Fabricator I
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 300
Cost Organics       := 300
Cost Radioactives   := 1500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 1
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 880 radioactives each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1600 radioactives for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator II
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 400
Cost Organics       := 400
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 2
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 990 radioactives each turn.
Ability 1 Val 1     := 990
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1800 radioactives for an empire.
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator III
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 500
Cost Organics       := 500
Cost Radioactives   := 2500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 3
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 radioactives each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator IV
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 550
Cost Organics       := 550
Cost Radioactives   := 2750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 4
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1155 radioactives each turn.
Ability 1 Val 1     := 1155
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2100 radioactives for an empire.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator V
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 600
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 5
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1210 radioactives each turn.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2200 radioactives for an empire.
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator VI
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 650
Cost Organics       := 650
Cost Radioactives   := 3250
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 6
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 2
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1265 radioactives each turn.
Ability 1 Val 1     := 1265
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2300 radioactives for an empire.
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator VII
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 700
Cost Organics       := 700
Cost Radioactives   := 3500
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 7
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1320 radioactives each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2400 radioactives for an empire.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator VIII
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 750
Cost Organics       := 750
Cost Radioactives   := 3750
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 8
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1375 radioactives each turn.
Ability 1 Val 1     := 1375
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Slave Labor Energy Fabricator IX
Description         := Large reactors which process refined high-energy materials to generate protogenic living energy.
Facility Group      := Forced Labor Exploitation
Facility Family     := 213
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 800
Cost Organics       := 800
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 9
Tech Area Req 2     := Population Exploitation
Tech Level Req 2    := 3
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1430 radioactives each turn.
Ability 1 Val 1     := 1430
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2600 radioactives for an empire.
Ability 2 Val 1     := 2600
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Enslavement causes populations to grow angrier on this planet by 2% per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Customs Bureau I
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 1
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 100 minerals each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 100 organics each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 100 radioactives each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Customs Bureau II
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2500
Cost Organics       := 2500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 2
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 150 radioactives each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Customs Bureau III
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 200 organics each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 200 radioactives each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Customs Bureau I
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 100 minerals each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 100 organics each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 100 radioactives each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Customs Bureau II
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2500
Cost Organics       := 2500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 2
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 150 radioactives each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Customs Bureau III
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 200 organics each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 200 radioactives each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Customs Bureau I
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 1
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 100 minerals each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 100 organics each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 100 radioactives each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Customs Bureau II
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2500
Cost Organics       := 2500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 2
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 150 radioactives each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Customs Bureau III
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 200 organics each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 200 radioactives each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Customs Bureau I
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 1
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 100 minerals each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 100 organics each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 100 radioactives each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Customs Bureau II
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 2500
Cost Organics       := 2500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 2
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 150 radioactives each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Customs Bureau III
Description         := Tax agency which generates revenues by taxing local trade, which is not affected by planetary conditions.
Facility Group      := Imperial Administration
Facility Family     := 1005
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 205
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generates 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Generates 200 organics each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generates 200 radioactives each turn.
Ability 3 Val 1     := 200
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     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 1500
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 638
Cost Minerals       := 1750
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 350 research points each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 638
Cost Minerals       := 2000
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 2250
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 450 research points each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Evolution Chamber I
Description         := Facility which develops new evolutionary paths for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Forced Evolutionary Advancement
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Evolution Chamber II
Description         := Facility which develops new evolutionary paths for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 0
Cost Organics       := 1750
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Forced Evolutionary Advancement
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 350 research points each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Evolution Chamber III
Description         := Facility which develops new evolutionary paths for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Forced Evolutionary Advancement
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Evolution Chamber IV
Description         := Facility which develops new evolutionary paths for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 0
Cost Organics       := 2250
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Forced Evolutionary Advancement
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 450 research points each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Evolution Chamber V
Description         := Facility which develops new evolutionary paths for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Forced Evolutionary Advancement
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Library I
Description         := Arcane researching facility which develops new magic for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 341
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Magical Research
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Library II
Description         := Arcane researching facility which develops new magic for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 341
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1750
Number of Tech Req  := 2
Tech Area Req 1     := Magical Research
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 350 research points each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Library III
Description         := Arcane researching facility which develops new magic for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 341
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Magical Research
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Library IV
Description         := Arcane researching facility which develops new magic for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 341
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2250
Number of Tech Req  := 2
Tech Area Req 1     := Magical Research
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 450 research points each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Library V
Description         := Arcane researching facility which develops new magic for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 341
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Magical Research
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 638
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Research
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 638
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1750
Number of Tech Req  := 2
Tech Area Req 1     := Energy Research
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 350 research points each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 638
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Energy Research
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2250
Number of Tech Req  := 2
Tech Area Req 1     := Energy Research
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 450 research points each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Research
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Complex I
Description         := Artificially intelligent research super computer which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Computerized Research
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Complex II
Description         := Artificially intelligent research super computer which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 1750
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Computerized Research
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 350 research points each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Complex III
Description         := Artificially intelligent research super computer which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Computerized Research
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Complex IV
Description         := Artificially intelligent research super computer which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 2250
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Computerized Research
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 450 research points each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Complex V
Description         := Artificially intelligent research super computer which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Computerized Research
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 50 intelligence points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 06
Ability 4 Descr     :=
Ability 4 Val 1     := 0
Ability 4 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             := 103
Cost Minerals       := 1500
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 153
Cost Minerals       := 2000
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 216
Cost Minerals       := 2500
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     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Cloning Center I
Description         := Large breeding organism which helps form an intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 493
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Infiltrators
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Cloning Center II
Description         := Large breeding organism which helps form an intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 493
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Infiltrators
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Cloning Center III
Description         := Large breeding organism which helps form an intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 493
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Infiltrators
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Cloning Center IV
Description         := Large breeding organism which helps form an intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 493
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Infiltrators
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Cloning Center V
Description         := Large breeding organism which helps form an intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 493
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Infiltrators
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Rogue Training Camp I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 270
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Rogue Training
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Rogue Training Camp II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 270
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Rogue Training
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Rogue Training Camp III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 270
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Rogue Training
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Rogue Training Camp IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 270
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Rogue Training
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Rogue Training Camp V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 270
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Rogue Training
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 103
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 153
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Energy Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 216
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Energy Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 103
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Machine Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 153
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Machine Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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             := 216
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Machine Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Machine Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 650 intelligence points each turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Machine Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 3
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
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 50 research points each turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Decrease in leisure time causes populations to grow angrier on this planet by 1% per turn.
Ability 3 Val 1     := 1
Ability 3 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 & Supply Mgmt.
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 147
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 15
Number of Abilities := 4
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      := Resource Conversion
Ability 2 Descr     := Resources can be traded with local merchants with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1     := 75
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 04
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Populations will grow happier on this planet by 1% per turn.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Nexus
Description         := Organism which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 15
Number of Abilities := 4
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      := Resource Conversion
Ability 2 Descr     := Converts between resource types with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1     := 75
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 04
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Populations will grow happier on this planet by 1% per turn.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Astral Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 147
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 1
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 15
Number of Abilities := 4
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      := Resource Conversion
Ability 2 Descr     := Converts between resource types with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1     := 75
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 04
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Populations will grow happier on this planet by 1% per turn.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Focal Point
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 147
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 1
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 15
Number of Abilities := 4
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      := Resource Conversion
Ability 2 Descr     := Resources can be traded with local merchants with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1     := 75
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 04
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Populations will grow happier on this planet by 1% per turn.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := Processing Center
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 147
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 15
Number of Abilities := 4
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      := Resource Conversion
Ability 2 Descr     := Resources can be traded with local merchants with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1     := 75
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 04
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Populations will grow happier on this planet by 1% per turn.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0

Name                := System Capital I
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 0
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital II
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital III
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital IV
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 7
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     :=
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital I
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 40000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 0
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital II
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 40000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital III
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 40000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 5
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital IV
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 40000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 7
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     :=
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital I
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 0
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital II
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital III
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 5
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital IV
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 7
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     :=
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital I
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 0
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital II
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital III
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 5
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital IV
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 7
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     :=
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital I
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 0
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital II
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital III
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation 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     :=
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := System Capital IV
Description         := Local arm of the imperial government responsible for overseeing the governance of a system.
Facility Group      := Imperial Administration
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 464
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Imperial Administration
Tech Level Req 1    := 7
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, research and intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     :=
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     :=
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     :=
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     :=
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Acts as a spaceport for this system.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Conversion
Ability 7 Descr     := Resources can be traded with local merchants with a 70% loss of material (only 1 facility per system effective).
Ability 7 Val 1     := 70
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0

Name                := Resupply Depot I
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 18000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 0
Tech Area Req 2     := Resupply
Tech Level Req 2    := 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                := Resupply Depot II
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 17000
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 1
Tech Area Req 2     := Resupply
Tech Level Req 2    := 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                := Resupply Depot III
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 16000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Resupply
Tech Level Req 2    := 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                := Resupply Depot IV
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 15000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Resupply
Tech Level Req 2    := 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                := Resupply Depot V
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 14000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 4
Tech Area Req 2     := Resupply
Tech Level Req 2    := 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                := Resupply Depot I
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 871
Cost Minerals       := 9000
Cost Organics       := 18000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Cooperative Development
Tech Level Req 1    := 0
Tech Area Req 2     := Organic Resupply
Tech Level Req 2    := 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                := Resupply Depot II
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 871
Cost Minerals       := 8500
Cost Organics       := 17000
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Cooperative Development
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Resupply
Tech Level Req 2    := 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                := Resupply Depot III
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 871
Cost Minerals       := 8000
Cost Organics       := 16000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Cooperative Development
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Resupply
Tech Level Req 2    := 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                := Resupply Depot IV
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 871
Cost Minerals       := 7500
Cost Organics       := 15000
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Cooperative Development
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Resupply
Tech Level Req 2    := 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                := Resupply Depot V
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 871
Cost Minerals       := 7000
Cost Organics       := 14000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Cooperative Development
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Resupply
Tech Level Req 2    := 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                := Resupply Depot I
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Transmutation
Tech Level Req 1    := 0
Tech Area Req 2     := Magical Resupply
Tech Level Req 2    := 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                := Resupply Depot II
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 17000
Number of Tech Req  := 2
Tech Area Req 1     := Transmutation
Tech Level Req 1    := 1
Tech Area Req 2     := Magical Resupply
Tech Level Req 2    := 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                := Resupply Depot III
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Transmutation
Tech Level Req 1    := 2
Tech Area Req 2     := Magical Resupply
Tech Level Req 2    := 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                := Resupply Depot IV
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Transmutation
Tech Level Req 1    := 3
Tech Area Req 2     := Magical Resupply
Tech Level Req 2    := 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                := Resupply Depot V
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Transmutation
Tech Level Req 1    := 4
Tech Area Req 2     := Magical Resupply
Tech Level Req 2    := 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                := Resupply Depot I
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Energy-form Fabrication
Tech Level Req 1    := 0
Tech Area Req 2     := Energy Resupply
Tech Level Req 2    := 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                := Resupply Depot II
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 17000
Number of Tech Req  := 2
Tech Area Req 1     := Energy-form Fabrication
Tech Level Req 1    := 1
Tech Area Req 2     := Energy Resupply
Tech Level Req 2    := 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                := Resupply Depot III
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Energy-form Fabrication
Tech Level Req 1    := 2
Tech Area Req 2     := Energy Resupply
Tech Level Req 2    := 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                := Resupply Depot IV
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Energy-form Fabrication
Tech Level Req 1    := 3
Tech Area Req 2     := Energy Resupply
Tech Level Req 2    := 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                := Resupply Depot V
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Energy-form Fabrication
Tech Level Req 1    := 4
Tech Area Req 2     := Energy Resupply
Tech Level Req 2    := 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                := Resupply Depot I
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 18000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Machine Industry
Tech Level Req 1    := 0
Tech Area Req 2     := Machine Resupply
Tech Level Req 2    := 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                := Resupply Depot II
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 17000
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Machine Industry
Tech Level Req 1    := 1
Tech Area Req 2     := Machine Resupply
Tech Level Req 2    := 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                := Resupply Depot III
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 16000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Machine Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Machine Resupply
Tech Level Req 2    := 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                := Resupply Depot IV
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 15000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Machine Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Machine Resupply
Tech Level Req 2    := 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                := Resupply Depot V
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 14000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Machine Industry
Tech Level Req 1    := 4
Tech Area Req 2     := Machine Resupply
Tech Level Req 2    := 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             := 163
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             := 163
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             := 163
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             := 139
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             := 139
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             := 139
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                := Radioactives 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             := 169
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                := Radioactives 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             := 169
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                := Radioactives 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             := 169
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                := Monolithic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 radioactives for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 15000 minerals for an empire.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 15000 organics for an empire.
Ability 2 Val 1     := 15000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 15000 radioactives for an empire.
Ability 3 Val 1     := 15000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Number of Abilities := 3
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 radioactives for an empire.
Ability 3 Val 1     := 20000
Ability 3 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             := 174
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 I (AST)
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             := 174
Cost Minerals       := 5000
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     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1250 extra unit spaces on a planet.
Ability 1 Val 1     := 1250
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             := 174
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 1500 extra unit spaces on a planet.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Cargo Facility II (AST)
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             := 174
Cost Minerals       := 5000
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     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1875 extra unit spaces on a planet.
Ability 1 Val 1     := 1875
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             := 174
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 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III (AST)
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             := 174
Cost Minerals       := 5000
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     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
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             := 174
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 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Cargo Facility IV (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3125 extra unit spaces on a planet.
Ability 1 Val 1     := 3125
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             := 174
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 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility V (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3750 extra unit spaces on a planet.
Ability 1 Val 1     := 3750
Ability 1 Val 2     := 0

Name                := Mineral Resource Vacuole I
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole II
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole III
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole I
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole II
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole III
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole I
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole II
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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 Vacuole III
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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                := Monolithic Resource Vacuole I
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 radioactives for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Vacuole II
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 15000 minerals for an empire.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 15000 organics for an empire.
Ability 2 Val 1     := 15000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 15000 radioactives for an empire.
Ability 3 Val 1     := 15000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Vacuole III
Description         := Large vacuoles which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 6
Number of Abilities := 3
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 radioactives for an empire.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0

Name                := Golgi Complex I
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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                := Golgi Complex I (AST)
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1250 extra unit spaces on a planet.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0

Name                := Golgi Complex II
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1500 extra unit spaces on a planet.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Golgi Complex II (AST)
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1875 extra unit spaces on a planet.
Ability 1 Val 1     := 1875
Ability 1 Val 2     := 0

Name                := Golgi Complex III
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
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                := Golgi Complex III (AST)
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Golgi Complex IV
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Golgi Complex IV (AST)
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3125 extra unit spaces on a planet.
Ability 1 Val 1     := 3125
Ability 1 Val 2     := 0

Name                := Golgi Complex V
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 5
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                := Golgi Complex V (AST)
Description         := Large organisms that create complex golgi body systems to provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Golgi Bodies
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3750 extra unit spaces on a planet.
Ability 1 Val 1     := 3750
Ability 1 Val 2     := 0

Name                := Mineral Resource Warehouse I
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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 Warehouse II
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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 Warehouse III
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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 Warehouse I
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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 Warehouse II
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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 Warehouse III
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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                := Mana Resource Warehouse I
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 mana crystals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mana Resource Warehouse II
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 mana crystals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mana Resource Warehouse III
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 mana crystals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Monolithic Resource Warehouse I
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 mana crystals for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Warehouse II
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 15000 minerals for an empire.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 15000 organics for an empire.
Ability 2 Val 1     := 15000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 15000 mana crystals for an empire.
Ability 3 Val 1     := 15000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Warehouse III
Description         := Large warehouses which utilize extra-dimensional spaces to store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 6
Number of Abilities := 3
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 mana crystals for an empire.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0

Name                := Dimensional Rift Laboratory I
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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                := Dimensional Rift Laboratory I (AST)
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1250 extra unit spaces on a planet.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory II
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1500 extra unit spaces on a planet.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory II (AST)
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1875 extra unit spaces on a planet.
Ability 1 Val 1     := 1875
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory III
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
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                := Dimensional Rift Laboratory III (AST)
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory IV
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory IV (AST)
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3125 extra unit spaces on a planet.
Ability 1 Val 1     := 3125
Ability 1 Val 2     := 0

Name                := Dimensional Rift Laboratory V
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 5
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                := Dimensional Rift Laboratory V (AST)
Description         := Large laboratories specializing in creating extra-dimensional pockets which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Dimensional Pockets
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3750 extra unit spaces on a planet.
Ability 1 Val 1     := 3750
Ability 1 Val 2     := 0

Name                := Mineral Matter Containment I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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 Matter Containment II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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 Matter Containment III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 163
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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 Matter Containment I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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 Matter Containment II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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 Matter Containment III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Energy Accumulator I
Description         := Large accumulator which stores unused energy for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Energy Accumulator II
Description         := Large accumulator which stores unused energy for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Energy Accumulator III
Description         := Large accumulator which stores unused energy for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Monolithic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 radioactives for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 15000 minerals for an empire.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 15000 organics for an empire.
Ability 2 Val 1     := 15000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 15000 radioactives for an empire.
Ability 3 Val 1     := 15000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 6
Number of Abilities := 3
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 radioactives for an empire.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0

Name                := Containment 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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Containment Facility I (AST)
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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1250 extra unit spaces on a planet.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0

Name                := Containment 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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1500 extra unit spaces on a planet.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Containment Facility II (AST)
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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1875 extra unit spaces on a planet.
Ability 1 Val 1     := 1875
Ability 1 Val 2     := 0

Name                := Containment 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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
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                := Containment Facility III (AST)
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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Containment 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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Containment Facility IV (AST)
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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3125 extra unit spaces on a planet.
Ability 1 Val 1     := 3125
Ability 1 Val 2     := 0

Name                := Containment 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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 5
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                := Containment Facility V (AST)
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             := 174
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Containment Fields
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3750 extra unit spaces on a planet.
Ability 1 Val 1     := 3750
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             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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             := 163
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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             := 139
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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                := Radioactives 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             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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                := Radioactives 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             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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                := Radioactives 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             := 169
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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                := Monolithic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 radioactives for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 15000 minerals for an empire.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 15000 organics for an empire.
Ability 2 Val 1     := 15000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 15000 radioactives for an empire.
Ability 3 Val 1     := 15000
Ability 3 Val 2     := 0

Name                := Monolithic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1000
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 6
Number of Abilities := 3
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 radioactives for an empire.
Ability 3 Val 1     := 20000
Ability 3 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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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 I (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1250 extra unit spaces on a planet.
Ability 1 Val 1     := 1250
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1500 extra unit spaces on a planet.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Cargo Facility II (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1875 extra unit spaces on a planet.
Ability 1 Val 1     := 1875
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone 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                := Cargo Facility III (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0

Name                := Cargo Facility IV (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3125 extra unit spaces on a planet.
Ability 1 Val 1     := 3125
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 5
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 V (AST)
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             := 174
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Drone Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Storage Techniques
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3750 extra unit spaces on a planet.
Ability 1 Val 1     := 3750
Ability 1 Val 2     := 0

Name                := Propaganda Center I
Description         := Government center that exhorts citizens to increase their efforts for the cause.
Facility Group      := Resource Enhancement
Facility Family     := 300
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1023
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, intelligence, and research production in a system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Intelligence
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0

Name                := Propaganda Center II
Description         := Government center that exhorts citizens to increase their efforts for the cause.
Facility Group      := Resource Enhancement
Facility Family     := 300
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1023
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, intelligence, and research production in a system by 4% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Intelligence
Ability 4 Descr     := 
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0

Name                := Propaganda Center III
Description         := Government center that exhorts citizens to increase their efforts for the cause.
Facility Group      := Resource Enhancement
Facility Family     := 300
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1023
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, intelligence, and research production in 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     := 
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Intelligence
Ability 4 Descr     := 
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 6
Ability 5 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Mineral Purifier I
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Cooperative Development
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Purifier II
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 9000
Cost Organics       := 1000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Cooperative Development
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral Purifier III
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Cooperative Development
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Earth Elemental Altar I
Description         := Arcane altar which creates a small gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Conjuration
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Earth Elemental Altar II
Description         := Arcane altar which creates a small gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Conjuration
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Earth Elemental Altar III
Description         := Arcane altar which creates a small gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Conjuration
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Energy-form Fabrication
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Energy-form Fabrication
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Energy-form Fabrication
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
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 Enhancement
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Biology
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
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 Enhancement
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Biology
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
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 Enhancement
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Biology
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Micro-biotic Organisms I
Description         := Use of advanced micro-biotic organisms improves organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Biosynthesis
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Micro-biotic Organisms II
Description         := Use of advanced micro-biotic organisms improves organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Biosynthesis
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Micro-biotic Organisms III
Description         := Use of advanced micro-biotic organisms improves organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Biosynthesis
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Crop Rotation I
Description         := Advanced farming techniques of rotating fallow fields improve organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Lore
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Crop Rotation II
Description         := Advanced farming techniques of rotating fallow fields improve organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Lore
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Crop Rotation III
Description         := Advanced farming techniques of rotating fallow fields improve organics growth for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Lore
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
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 Enhancement
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 4
Tech Area Req 2     := Living Energy
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
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 Enhancement
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 5
Tech Area Req 2     := Living Energy
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
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 Enhancement
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 200
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 6
Tech Area Req 2     := Living Energy
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
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 Enhancement
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Physics
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
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 Enhancement
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Physics
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
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 Enhancement
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Physics
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Photosynthetic Accelerator I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Bioenergetics
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Photosynthetic Accelerator II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Bioenergetics
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Photosynthetic Accelerator III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Bioenergetics
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Sorcery Node I
Description         := Powerful mana enhancing node which increases the mana harvested on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 4
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase mana crystal production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Sorcery Node II
Description         := Powerful mana enhancing node which increases the mana harvested on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 5
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase mana crystal production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Sorcery Node III
Description         := Powerful mana enhancing node which increases the mana harvested on the planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 6
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase mana crystal production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves Radioactives Energy Fabrication for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 4
Tech Area Req 2     := Electromagnetic Studies
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves Radioactives Energy Fabrication for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 5
Tech Area Req 2     := Electromagnetic Studies
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 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves Radioactives Energy Fabrication for an entire planet.
Facility Group      := Resource Enhancement
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 6
Tech Area Req 2     := Electromagnetic Studies
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 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 16000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 18000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Mineral Purifier I
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 14000
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Cooperative Development
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Purifier II
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 16000
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Cooperative Development
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Purifier III
Description         := Micro-biotic organisms which purify harvested ores, thus improving mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 18000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Cooperative Development
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Earth Elemental Temple I
Description         := Arcane temple which creates a large gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts in the system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Conjuration
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Earth Elemental Temple II
Description         := Arcane temple which creates a large gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts in the system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 16000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Conjuration
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Earth Elemental Temple III
Description         := Arcane temple which creates a large gateway to the elemental plane of Earth. Summoned elementals are used to aid in mining efforts in the system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 18000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Conjuration
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 16000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Enhancement
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 18000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Mineral Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
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                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Gene Synthesizer I
Description         := Advanced gene tailoring improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Biotechnology
Tech Level Req 2    := 2
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                := Gene Synthesizer II
Description         := Advanced gene tailoring improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Biotechnology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Gene Synthesizer III
Description         := Advanced gene tailoring improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Biotechnology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Plant Growth Accelerator I
Description         := Mage who specializes in casting spells that accelerate the growth of plants, allowing more to be grown in a given time period. This improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 7
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
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                := Plant Growth Accelerator II
Description         := Mage who specializes in casting spells that accelerate the growth of plants, allowing more to be grown in a given time period. This improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 2000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 8
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Plant Growth Accelerator III
Description         := Mage who specializes in casting spells that accelerate the growth of plants, allowing more to be grown in a given time period. This improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 2000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Farming
Tech Level Req 1    := 9
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 7
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
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                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 8
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Enhancement
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Matter Collection
Tech Level Req 1    := 9
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Photosynthetic Accelerator I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Bioenergetics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Photosynthetic Accelerator II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Bioenergetics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Photosynthetic Accelerator III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Bioenergetics
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Mana Channeler I
Description         := Powerful mana enhancing node which increases the mana harvested in the system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 7
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase mana crystal production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mana Channeler II
Description         := Powerful mana enhancing node which increases the mana harvested in the system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 8
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase mana crystal production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mana Channeler III
Description         := Powerful mana enhancing node which increases the mana harvested in the system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Mana Harvesting
Tech Level Req 1    := 9
Tech Area Req 2     := Enchantment
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase mana crystal production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives energy fabrication for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 7
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives energy fabrication for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 8
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives energy fabrication for an system.
Facility Group      := Resource Enhancement
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Energy Fabrication
Tech Level Req 1    := 9
Tech Area Req 2     := Electromagnetic Studies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Corporate Branch I
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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                := Corporate Branch II
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 17000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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                := Corporate Branch III
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 19000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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                := Corporate Branch I
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 5000
Cost Organics       := 15000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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                := Corporate Branch II
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 7000
Cost Organics       := 17000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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                := Corporate Branch III
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 9000
Cost Organics       := 19000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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                := Trade Guild Hall I
Description         := Increased cooperation between artisans in the same fields allows large trade guilds to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 384
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 mana crystal production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Trade Guild Hall II
Description         := Increased cooperation between artisans in the same fields allows large trade guilds to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 384
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 17000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 mana crystal production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Trade Guild Hall III
Description         := Increased cooperation between artisans in the same fields allows large trade guilds to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 384
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 mana crystal production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Corporate Branch I
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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                := Corporate Branch II
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 17000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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                := Corporate Branch III
Description         := Wide-scale application of economic theories allows large corporations to develop, increasing overall rates of resource production.
Facility Group      := Resource Enhancement
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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                := Stock Exchange I
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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 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 for 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 for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Stock Exchange II
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 24000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Stock Exchange III
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 28000
Cost Organics       := 14000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure
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 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Stock Exchange I
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 10000
Cost Organics       := 20000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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 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 for 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 for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Stock Exchange II
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 12000
Cost Organics       := 24000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Stock Exchange III
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 14000
Cost Organics       := 28000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Organic)
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 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Mercantile League I
Description         := Individual merchants band together to perform large mercantile operations. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 358
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 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 for 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 mana crystal production for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Mercantile League II
Description         := Individual merchants band together to perform large mercantile operations. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 358
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 24000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase mana crystal production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Mercantile League III
Description         := Individual merchants band together to perform large mercantile operations. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 358
Cost Minerals       := 14000
Cost Organics       := 14000
Cost Radioactives   := 28000
Number of Tech Req  := 1
Tech Area Req 1     := Trade Guilds
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 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase mana crystal production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Stock Exchange I
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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 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 for 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 for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Stock Exchange II
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 24000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Stock Exchange III
Description         := A stock exchange provides facilities for the trading of securities and other financial instruments. Economic activity in the entire system is stimulated.
Facility Group      := Resource Enhancement
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 14000
Cost Organics       := 14000
Cost Radioactives   := 28000
Number of Tech Req  := 1
Tech Area Req 1     := Corporate Infrastructure (Energy)
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 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 30% (only 1 facility per system 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     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
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     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 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     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 16000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
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                := Central Research Overmind I
Description         := Powerful overmind organism which can increase research output on a planet by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 1
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 2
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 Research Overmind II
Description         := Powerful overmind organism which can increase research output on a planet by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 0
Cost Organics       := 14000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 2
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 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 Research Overmind III
Description         := Powerful overmind organism which can increase research output on a planet by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 0
Cost Organics       := 16000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 3
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 2
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                := Planetary University I
Description         := Massive centralized university for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 437
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 1
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 2
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                := Planetary University II
Description         := Massive centralized university for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 437
Cost Minerals       := 0
Cost Organics       := 4000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 2
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 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                := Planetary University III
Description         := Massive centralized university for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 437
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 3
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 2
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                := Quantum Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 2
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                := Quantum Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 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                := Quantum Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 2
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                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Computer Complex II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 30000
Cost Organics       := 2000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Computer Complex III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 35000
Cost Organics       := 3000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Programing Language Research Computer I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Mechanoid Technology
Tech Level Req 2    := 4
Tech Area Req 3     := Applied Research
Tech Level Req 3    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Programing Language Research Computer II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 30000
Cost Organics       := 2000
Cost Radioactives   := 7000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Tech Area Req 2     := Mechanoid Technology
Tech Level Req 2    := 5
Tech Area Req 3     := Applied Research
Tech Level Req 3    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 25% (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Programing Language Research Computer III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 35000
Cost Organics       := 3000
Cost Radioactives   := 9000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Tech Area Req 2     := Mechanoid Technology
Tech Level Req 2    := 6
Tech Area Req 3     := Applied Research
Tech Level Req 3    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 35% (only 1 facility per system effective).
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0

Name                := System Research Overmind I
Description         := Powerful overmind organism which can increase research output for an entire system by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 1000
Cost Organics       := 25000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 4
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Research Overmind II
Description         := Powerful overmind organism which can increase research output for an entire system by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 2000
Cost Organics       := 30000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 5
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Research Overmind III
Description         := Powerful overmind organism which can increase research output for an entire system by efficiently organizing and managing the researchers available.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 3000
Cost Organics       := 35000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 6
Tech Area Req 2     := Forced Evolutionary Advancement
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Eldritch University I
Description         := Massive centralized eldritch university for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 436
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 25000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 4
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Eldritch University II
Description         := Massive centralized eldritch university for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 436
Cost Minerals       := 2000
Cost Organics       := 7000
Cost Radioactives   := 30000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 5
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Eldritch University III
Description         := Massive centralized eldritch university for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 436
Cost Minerals       := 3000
Cost Organics       := 9000
Cost Radioactives   := 35000
Number of Tech Req  := 2
Tech Area Req 1     := University Research
Tech Level Req 1    := 6
Tech Area Req 2     := Magical Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 25000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Computer Complex II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 30000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 5
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Computer Complex III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 35000
Number of Tech Req  := 2
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 6
Tech Area Req 2     := Energy Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system 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 := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 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       := 14000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 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       := 16000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Citizen Organizational Overmind I
Description         := Powerful overmind organism that keeps track of all information about its 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       := 0
Cost Organics       := 12000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 1
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Citizen Organizational Overmind II
Description         := Powerful overmind organism that keeps track of all information about its 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       := 0
Cost Organics       := 14000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 2
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Citizen Organizational Overmind III
Description         := Powerful overmind organism that keeps track of all information about its 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       := 0
Cost Organics       := 16000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
Tech Level Req 1    := 3
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Automoton Citizen Archives 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       := 3000
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
Tech Level Req 1    := 1
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Automoton Citizen Archives 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       := 4000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
Tech Level Req 1    := 2
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Automoton Citizen Archives 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       := 5000
Cost Organics       := 0
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
Tech Level Req 1    := 3
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 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       := 3000
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 1
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 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       := 4000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 2
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 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       := 5000
Cost Organics       := 0
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
Tech Level Req 1    := 3
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 10% per turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
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 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 30000
Cost Organics       := 2000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
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% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 35000
Cost Organics       := 3000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
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% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Organizational Overmind I
Description         := Powerful overmind organism that keeps track of all information about its citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 1000
Cost Organics       := 25000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
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 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Organizational Overmind II
Description         := Powerful overmind organism that keeps track of all information about its citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 2000
Cost Organics       := 30000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
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% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Organizational Overmind III
Description         := Powerful overmind organism that keeps track of all information about its citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 3000
Cost Organics       := 35000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Decentralized Nervous Systems
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% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Automoton Citizen Archives I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 25000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
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 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Automoton Citizen Archives II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 30000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
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% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Automoton Citizen Archives III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 35000
Number of Tech Req  := 1
Tech Area Req 1     := Automotons
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% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 25000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
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 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 30000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
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% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := System Citizen Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 35000
Number of Tech Req  := 1
Tech Area Req 1     := Quantum Computers
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% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Invasiveness causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Planetary Omnius I
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Overmind Engineering
Tech Level Req 1    := 1
Number of Abilities := 5
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
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 5% (only 1 facility per planet effective).
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Planetary Omnius II
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 17000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 1
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 2
Number of Abilities := 5
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
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := Planetary Omnius III
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 19000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 2
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 2
Number of Abilities := 5
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
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := Planetary Omnius IV
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 21000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 3
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 40% (only 1 facility per planet effective).
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 40% (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0

Name                := Planetary Omnius V
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 23000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 4
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 50% (only 1 facility per planet effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 50% (only 1 facility per planet effective).
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 50% (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 25% (only 1 facility per planet effective).
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 25% (only 1 facility per planet effective).
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0

Name                := Planetary Omnius VI
Description         := Powerful AI overmind which can increase all production on a planet by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 510
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 25000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 5
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 60% (only 1 facility per planet effective).
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 60% (only 1 facility per planet effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0

Name                := System Omnius I
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 25000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 1
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - 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 Planet - 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 Planet - 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
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 5% (only 1 facility per system effective).
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 5% (only 1 facility per system effective).
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := System Omnius II
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 30000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 2
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a system by 20% (only 1 facility per system 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 in a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := System Omnius III
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 35000
Cost Organics       := 14000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 3
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a system by 30% (only 1 facility per system 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 in a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := System Omnius IV
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 40000
Cost Organics       := 16000
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 4
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a system by 40% (only 1 facility per system effective).
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 40% (only 1 facility per system effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0

Name                := System Omnius V
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 45000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 5
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a system by 50% (only 1 facility per system effective).
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 50% (only 1 facility per system effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 25% (only 1 facility per system effective).
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 25% (only 1 facility per system effective).
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0

Name                := System Omnius VI
Description         := Powerful AI overmind which can increase all production in a system by efficiently organizing and managing the robotic workers available.
Facility Group      := Resource Enhancement
Facility Family     := 511
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 50000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := AI Megacomputers
Tech Level Req 1    := 6
Tech Area Req 2     := Overmind Engineering
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a system by 60% (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a system by 60% (only 1 facility per system effective).
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 60% (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Research
Ability 4 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation in a system by 30% (only 1 facility per system effective).
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0

Name                := War Morale Center I
Description         := Government center for raising morale and promoting the fighting spirit.
Facility Group      := Ship Support
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 225
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Political Indoctrination
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 2% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := War Morale Center II
Description         := Government center for raising morale and promoting the fighting spirit.
Facility Group      := Ship Support
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 225
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Political Indoctrination
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 4% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := War Morale Center III
Description         := Government center for raising morale and promoting the fighting spirit.
Facility Group      := Ship Support
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 225
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Political Indoctrination
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 6% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 6% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Fleet Command Center I
Description         := Advanced fleet coordination allow for a maximization of damage done to the enemy within the system.
Facility Group      := Ship Support
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 208
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 3% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Fleet Command Center II
Description         := Advanced fleet coordination allow for a maximization of damage done to the enemy within the system.
Facility Group      := Ship Support
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 208
Cost Minerals       := 3000
Cost Organics       := 3500
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 6% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Fleet Command Center III
Description         := Advanced fleet coordination allow for a maximization of damage done to the enemy within the system.
Facility Group      := Ship Support
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 208
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 9% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := Fleet Command Center IV
Description         := Advanced fleet coordination allow for a maximization of damage done to the enemy within the system.
Facility Group      := Ship Support
Facility Family     := 26
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 208
Cost Minerals       := 3000
Cost Organics       := 4500
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 12% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0

Name                := Fleet Command Center V
Description         := Advanced fleet coordination allow for a maximization of damage done to the enemy within the system.
Facility Group      := Ship Support
Facility Family     := 26
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 208
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Temple of Death I
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 4% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 6% per turn.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Temple of Sacrifice II
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 3500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 8% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 6% per turn.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Temple of Carnage III
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 12% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 5% per turn.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Temple of Slaughter IV
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 4500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 15
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 16% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 5% per turn.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Temple of Massacre V
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 15
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 20% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 4% per turn.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Necropolis VI
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 745
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Death Ethos
Tech Level Req 1    := 6
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 15
Number of Abilities := 2
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 25% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Constant sacrifice causes populations to grow angrier on this planet by 4% per turn.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Temple of Fate I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
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 by 5% (only 1 facility per system effective).
Ability 1 Val 1     := -5
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 by 5% (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     := Improves the happiness of the populations who live in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Temple of Doom II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
Tech Level Req 1    := 2
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 by 10% (only 1 facility per system effective).
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 by 10% (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     := Improves the happiness of the populations who live in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Temple of the Ages III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
Tech Level Req 1    := 3
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 by 15% (only 1 facility per system effective).
Ability 1 Val 1     := -15
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 by 15% (only 1 facility per system effective).
Ability 2 Val 1     := -15
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 by 2% (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Temple of the Eon IV
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
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 by 20% (only 1 facility per system effective).
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 by 20% (only 1 facility per system effective).
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 by 2% (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Chantry of Eternity V
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
Tech Level Req 1    := 5
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 by 25% (only 1 facility per system effective).
Ability 1 Val 1     := -25
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 by 25% (only 1 facility per system effective).
Ability 2 Val 1     := -25
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 by 3% (only 1 facility per system effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := City on the Edge of Time VI
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Fate Ethos
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 by 30% (only 1 facility per system effective).
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 by 30% (only 1 facility per system effective).
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 by 3% (only 1 facility per system effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Shrine to the Proletariat I
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
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 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 5% (only 1 facility per planet effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 5% (only 1 facility per planet effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Shrine to Humility II
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 7000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
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 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                := Shrine to Common Honor III
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 15% (only 1 facility per planet effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Shrine of the Productive Hand IV
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 21% (only 1 facility per planet effective).
Ability 1 Val 1     := 21
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 21% (only 1 facility per planet effective).
Ability 2 Val 1     := 21
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 21% (only 1 facility per planet effective).
Ability 3 Val 1     := 21
Ability 3 Val 2     := 0

Name                := City of Every Being's Value V
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 27% (only 1 facility per planet effective).
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 27% (only 1 facility per planet effective).
Ability 2 Val 1     := 27
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 27% (only 1 facility per planet effective).
Ability 3 Val 1     := 27
Ability 3 Val 2     := 0

Name                := Utopia VI
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 504
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 787
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 33% (only 1 facility per planet effective).
Ability 1 Val 1     := 33
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 33% (only 1 facility per planet effective).
Ability 2 Val 1     := 33
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 33% (only 1 facility per planet effective).
Ability 3 Val 1     := 33
Ability 3 Val 2     := 0

Name                := Sanctuary of the Artisan I
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 8000
Cost Organics       := 17000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 11% (only 1 facility per system effective).
Ability 1 Val 1     := 11
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 11% (only 1 facility per system effective).
Ability 2 Val 1     := 11
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 11% (only 1 facility per system effective).
Ability 3 Val 1     := 11
Ability 3 Val 2     := 0

Name                := People's Retreat II
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 8000
Cost Organics       := 17500
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
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 22% (only 1 facility per system effective).
Ability 1 Val 1     := 22
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 22% (only 1 facility per system effective).
Ability 2 Val 1     := 22
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 22% (only 1 facility per system effective).
Ability 3 Val 1     := 22
Ability 3 Val 2     := 0

Name                := Haven of the Dedicated Contributor III
Description         := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 8000
Cost Organics       := 18000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Industry Ethos
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 33% (only 1 facility per system effective).
Ability 1 Val 1     := 33
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 33% (only 1 facility per system effective).
Ability 2 Val 1     := 33
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 33% (only 1 facility per system effective).
Ability 3 Val 1     := 33
Ability 3 Val 2     := 0

Name                := Shrine to Birth I
Description         := Industrious mid-wives that perform fertility rituals to allow more babies to be brought into the world.
Facility Group      := Religious
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 922
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
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 (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Fertile Palace II
Description         := Industrious mid-wives that perform fertility rituals to allow more babies to be brought into the world.
Facility Group      := Religious
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 922
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Tower of Hope III
Description         := Industrious mid-wives that perform fertility rituals to allow more babies to be brought into the world.
Facility Group      := Religious
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 922
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Shrine to the Pharmacopoeist I
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 6% happier per turn.
Ability 2 Val 1     := -6
Ability 2 Val 2     := 0

Name                := Shrine to the Body II
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 4250
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 7% happier per turn.
Ability 2 Val 1     := -7
Ability 2 Val 2     := 0

Name                := Testament to the Medical Solution III
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 4500
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 8% happier per turn.
Ability 2 Val 1     := -8
Ability 2 Val 2     := 0

Name                := Center for Satisfaction of Bodily Needs IV
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 4750
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 10% happier per turn.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0

Name                := City of All Regeneration V
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 12% happier per turn.
Ability 2 Val 1     := -12
Ability 2 Val 2     := 0

Name                := Land of Health VI
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 502
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 782
Cost Minerals       := 2000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Populations on this planet will grow 14% happier per turn.
Ability 2 Val 1     := -14
Ability 2 Val 2     := 0

Name                := Temple of Constitution I
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 788
Cost Minerals       := 3000
Cost Organics       := 8000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Freedom from Affliction II
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 788
Cost Minerals       := 3000
Cost Organics       := 8000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Perfection of the Physical Form III
Description         := Well trained clerics that heal the sick and dying.
Facility Group      := Religious
Facility Family     := 503
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 788
Cost Minerals       := 3000
Cost Organics       := 8000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Life Ethos
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow happier in this system by 4% (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Shrine to Nature I
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 505
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 973
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 1
Number of Abilities := 4
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
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 1% each year.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Sacred Glen II
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 505
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 973
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 2
Number of Abilities := 4
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
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 2% each year.
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0

Name                := Sacred Grove III
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 505
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 973
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 3
Number of Abilities := 4
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
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 3% each year.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Commune of Natural Balance IV
Description         := Large commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 923
Cost Minerals       := 11000
Cost Organics       := 14000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Commune of Natural Order V
Description         := Large commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 923
Cost Minerals       := 11500
Cost Organics       := 15000
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Virility of Worlds VI
Description         := Large commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 923
Cost Minerals       := 12000
Cost Organics       := 16000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Fleet Coordination Center I
Description         := Central command facility which coordinates fleet actions in the system, allowing for greater combat efficiency. 
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 601
Cost Minerals       := 4000
Cost Organics       := 2000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Fleet Coordination Center II
Description         := Central command facility which coordinates fleet actions in the system, allowing for greater combat efficiency. 
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 601
Cost Minerals       := 4250
Cost Organics       := 2000
Cost Radioactives   := 3250
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Fleet Coordination Center III
Description         := Central command facility which coordinates fleet actions in the system, allowing for greater combat efficiency. 
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 601
Cost Minerals       := 4500
Cost Organics       := 2000
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 6% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Fleet Coordination Center IV
Description         := Central command facility which coordinates fleet actions in the system, allowing for greater combat efficiency. 
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 601
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 11
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Fleet Coordination Center V
Description         := Central command facility which coordinates fleet actions in the system, allowing for greater combat efficiency. 
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 601
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 12
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Hall of Soldiers I
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 988
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := War Ethos
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 9
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Hall of Warriors II
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 988
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := War Ethos
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 15
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Hall of Heroes III
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 988
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := War Ethos
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Race
Tech Level Req 2    := 15
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Shrine to Reason I
Description         := Commune of monks wholly dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Shrine to Composure II
Description         := Commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Font of Learning III
Description         := Commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Heart of the Mind IV
Description         := Commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 4000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 21% (only 1 facility per planet effective).
Ability 1 Val 1     := 21
Ability 1 Val 2     := 0

Name                := Focus of Silence and Speech V
Description         := Commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 27% (only 1 facility per planet effective).
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0

Name                := Bibliopolis VI
Description         := Commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 506
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 713
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 33% (only 1 facility per planet effective).
Ability 1 Val 1     := 33
Ability 1 Val 2     := 0

Name                := Temple of Thought I
Description         := Large commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 507
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 806
Cost Minerals       := 5000
Cost Organics       := 8000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 11% (only 1 facility per system effective).
Ability 1 Val 1     := 11
Ability 1 Val 2     := 0

Name                := Meditation Theater II
Description         := Large commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 507
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 806
Cost Minerals       := 5000
Cost Organics       := 8000
Cost Radioactives   := 21500
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 22% (only 1 facility per system effective).
Ability 1 Val 1     := 22
Ability 1 Val 2     := 0

Name                := Mind of Deity III
Description         := Large commune of monks holy dedicated to the pursuit of higher learning.
Facility Group      := Religious
Facility Family     := 507
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 806
Cost Minerals       := 5000
Cost Organics       := 8000
Cost Radioactives   := 23000
Number of Tech Req  := 1
Tech Area Req 1     := Wisdom Ethos
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 33% (only 1 facility per system effective).
Ability 1 Val 1     := 33
Ability 1 Val 2     := 0

Name                := Tranquility of All Beings
Description         := Harmony with the essence of the planet which can protect it from planet destroying bombs. 
Facility Group      := Religious
Facility Family     := 508
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 927
Cost Minerals       := 0
Cost Organics       := 25000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Nature Ethos
Tech Level Req 1    := 5
Tech Area Req 2     := Fate Ethos
Tech Level Req 2    := 5
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
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                := Micro-biotic Percolator I
Description         := Advanced micro-biotic organisms which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Organic 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                := Micro-biotic Percolator II
Description         := Advanced micro-biotic organisms which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Organic 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                := Micro-biotic Percolator III
Description         := Advanced micro-biotic organisms which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Organic 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                := Resource Transmuter I
Description         := Alchemical laboratory which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 397
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Transmutation
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 Transmuter II
Description         := Alchemical laboratory which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 397
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Transmutation
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 Transmuter III
Description         := Alchemical laboratory which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 397
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Transmutation
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                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Energy 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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Energy 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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Energy 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                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Machine 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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Machine 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 & Supply Mgmt.
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 124
Cost Minerals       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Machine 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 & Supply Mgmt.
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 & Supply Mgmt.
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 & Supply Mgmt.
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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource & Supply Mgmt.
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     := Organic 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 & Supply Mgmt.
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     := Organic 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 & Supply Mgmt.
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     := Organic 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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource & Supply Mgmt.
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 Transmutation
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 & Supply Mgmt.
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 Transmutation
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 & Supply Mgmt.
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 Transmutation
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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource & Supply Mgmt.
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     := Energy 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 & Supply Mgmt.
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     := Energy 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 & Supply Mgmt.
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     := Energy 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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource & Supply Mgmt.
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     := Machine 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 & Supply Mgmt.
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     := Machine 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 & Supply Mgmt.
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     := Machine 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                := Chop Shop
Description         := Deconstruction base where experienced Pirates strip down ships.
Facility Group      := Resource & Supply Mgmt.
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     := Pirate Race
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 99% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 99
Ability 1 Val 2     := 0

Name                := Recyclotron
Description         := Advanced molecular converter which can transform resources to different types and can recycle nearly anything.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 1003
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Reclamation
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 15% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value (only 1 facility per planet effective).
Ability 2 Val 1     := 90
Ability 2 Val 2     := 0

Name                := Recyclotron
Description         := Advanced molecular converter which can transform resources to different types and can recycle nearly anything.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 1003
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Reclamation (Organic)
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 15% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value (only 1 facility per planet effective).
Ability 2 Val 1     := 90
Ability 2 Val 2     := 0

Name                := Recyclotron
Description         := Advanced molecular converter which can transform resources to different types and can recycle nearly anything.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 1003
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Reclamation (Magic)
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 15% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value (only 1 facility per planet effective).
Ability 2 Val 1     := 90
Ability 2 Val 2     := 0

Name                := Recyclotron
Description         := Advanced molecular converter which can transform resources to different types and can recycle nearly anything.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 1003
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Reclamation (Energy)
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 15% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value (only 1 facility per planet effective).
Ability 2 Val 1     := 90
Ability 2 Val 2     := 0

Name                := Recyclotron
Description         := Advanced molecular converter which can transform resources to different types and can recycle nearly anything.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 1003
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Reclamation (Machine)
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 15% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value (only 1 facility per planet effective).
Ability 2 Val 1     := 90
Ability 2 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             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 2% (only 1 facility per planet effective).
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             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 2
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% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4

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             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6

Name                := Ship Training Facility IV
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 1% each turn up to 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 8

Name                := Ship Training Facility V
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 5
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 9% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9

Name                := Ship Training Facility VI
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Advanced 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       := 2
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Advanced 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       := 3
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 6

Name                := Advanced 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       := 4
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 8

Name                := Advanced Ship Training Facility IV
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 10

Name                := Advanced Ship Training Facility V
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 12% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 12

Name                := Advanced Ship Training Facility VI
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 6
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

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             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 1% each turn up to 1% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1

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             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 1% each turn up to 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

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             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
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 1% each turn up to 3% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

Name                := Fleet Training Facility IV
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       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 5
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 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4

Name                := Fleet Training Facility V
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       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 6
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 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5

Name                := Advanced 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       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 2

Name                := Advanced 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       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Advanced 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       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 6

Name                := Advanced Fleet Training Facility IV
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       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 8

Name                := Advanced Fleet Training Facility V
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       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Theory
Tech Level Req 1    := 6
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 10

Name                := Gestation Vats 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             := 171
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Gestation Vats 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             := 171
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 4% faster (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Gestation Vats 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             := 171
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 6% faster (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Animation Necropolis I
Description         := Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 418
Cost Minerals       := 0
Cost Organics       := 8000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Mass Animate Dead
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Animation Necropolis II
Description         := Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 418
Cost Minerals       := 0
Cost Organics       := 8500
Cost Radioactives   := 6500
Number of Tech Req  := 2
Tech Area Req 1     := Mass Animate Dead
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 4% faster (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Animation Necropolis III
Description         := Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 418
Cost Minerals       := 0
Cost Organics       := 9000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Mass Animate Dead
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 6% faster (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Animation Necropolis IV
Description         := Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 418
Cost Minerals       := 0
Cost Organics       := 9500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Mass Animate Dead
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 8% faster (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Animation Necropolis V
Description         := Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 418
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Mass Animate Dead
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 10% faster (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Forced Breeding Camp I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 210
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Population Exploitation
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Enslavement causes populations to grow angrier on this planet by 16% per turn.
Ability 2 Val 1     := 16
Ability 2 Val 2     := 0

Name                := Forced Breeding Camp II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 210
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Population Exploitation
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 6% faster (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Enslavement causes populations to grow angrier on this planet by 18% per turn.
Ability 2 Val 1     := 18
Ability 2 Val 2     := 0

Name                := Forced Breeding Camp III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 210
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Population Exploitation
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 9% faster (only 1 facility per system effective).
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Enslavement causes populations to grow angrier on this planet by 20% per turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Cloning Center
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 236
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 5
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Physics
Tech Level Req 2    := 3
Tech Area Req 3     := Chemistry
Tech Level Req 3    := 2
Tech Area Req 4     := Industry
Tech Level Req 4    := 1
Tech Area Req 5     := Normal Race
Tech Level Req 5    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 5M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Replicant Center I
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 236
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 5M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Replicant Center II
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 237
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 238
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cloning
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Hospital I
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0

Name                := System Hospital II
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 110 research points each turn.
Ability 2 Val 1     := 110
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := System Hospital III
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 12000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 120 research points each turn.
Ability 2 Val 1     := 120
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := System Hospital IV
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 13000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Biology
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 130 research points each turn.
Ability 2 Val 1     := 130
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

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             := 637
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Immune System Advancement
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 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             := 637
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Immune System Advancement
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 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             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Immune System Advancement
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Medical Lab IV
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Immune System Advancement
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Apothecary Center I
Description         := Advanced healing center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 411
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Healing Magic
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Apothecary Center II
Description         := Advanced healing center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 411
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Healing Magic
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Apothecary Center III
Description         := Advanced healing center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 411
Cost Minerals       := 2000
Cost Organics       := 12000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Healing Magic
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Apothecary Center IV
Description         := Advanced healing center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 411
Cost Minerals       := 2000
Cost Organics       := 13000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Healing Magic
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Lore
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := System Hospital I
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Holistic Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0

Name                := System Hospital II
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Holistic Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 110 research points each turn.
Ability 2 Val 1     := 110
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := System Hospital III
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Holistic Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 120 research points each turn.
Ability 2 Val 1     := 120
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := System Hospital IV
Description         := Advanced medical center which cures the ill and helps prevent disease. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Holistic Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Living Energy
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 130 research points each turn.
Ability 2 Val 1     := 130
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := System Anti-virus I
Description         := Advanced gel circuitry protection which repairs the infected and helps prevent malware infections. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Anti-virus Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Gel Circuitry
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0

Name                := System Anti-virus II
Description         := Advanced gel circuitry protection which repairs the infected and helps prevent malware infections. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Anti-virus Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Gel Circuitry
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 110 research points each turn.
Ability 2 Val 1     := 110
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := System Anti-virus III
Description         := Advanced gel circuitry protection which repairs the infected and helps prevent malware infections. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Anti-virus Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Gel Circuitry
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 120 research points each turn.
Ability 2 Val 1     := 120
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := System Anti-virus IV
Description         := Advanced gel circuitry protection which repairs the infected and helps prevent malware infections. Possesses limited research facilities.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 637
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Anti-virus Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Gel Circuitry
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 130 research points each turn.
Ability 2 Val 1     := 130
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Entertainment Network I
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 0
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 4% per turn.
Ability 1 Val 1     := -4
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network II
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 5% per turn.
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network III
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 6% per turn.
Ability 1 Val 1     := -6
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network IV
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 8% per turn.
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network V
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 10% per turn.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 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             := 109
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 1% (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             := 112
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (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             := 111
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Physics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Entertainment Network I
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 0
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 4% per turn.
Ability 1 Val 1     := -4
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network II
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 5% per turn.
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network III
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 6% per turn.
Ability 1 Val 1     := -6
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network IV
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 8% per turn.
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network V
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 10% per turn.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Drug Infuser I
Description         := Psychological treatment center which infuses placating drugs into a system's populations to keep it happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 109
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Drug Infuser 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             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Drug Infuser 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             := 111
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Applied Evolution
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 4% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temple District I
Description         := Religious center of a planet, which keeps the populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 417
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 0
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 4% per turn.
Ability 1 Val 1     := -4
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Temple District II
Description         := Religious center of a planet, which keeps the populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 417
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 5% per turn.
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Temple District III
Description         := Religious center of a planet, which keeps the populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 417
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 6% per turn.
Ability 1 Val 1     := -6
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Temple District IV
Description         := Religious center of a planet, which keeps the populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 417
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 8% per turn.
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Temple District V
Description         := Religious center of a planet, which keeps the populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 417
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 10% per turn.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Theater District I
Description         := Complex of performance arts designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 461
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 1% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Theater District II
Description         := Complex of performance arts designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 461
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Theater District III
Description         := Complex of performance arts designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 461
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Spellcraft
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Entertainment Network I
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 0
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 4% per turn.
Ability 1 Val 1     := -4
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network II
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 5% per turn.
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network III
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 6% per turn.
Ability 1 Val 1     := -6
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network IV
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 8% per turn.
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network V
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 10% per turn.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 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             := 109
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 1% (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             := 112
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (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             := 111
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Spark of Life
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Entertainment Network I
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 0
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 4% per turn.
Ability 1 Val 1     := -4
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network II
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 5% per turn.
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network III
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 6% per turn.
Ability 1 Val 1     := -6
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network IV
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 8% per turn.
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Entertainment Network V
Description         := Entertainment center designed to keep a planet's populations happy.
Facility Group      := Population Support
Facility Family     := 1004
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Populations will grow happier on this planet by 10% per turn.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 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             := 109
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 1% (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             := 112
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 4
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (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             := 111
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 5
Tech Area Req 2     := Fundamental Robotics
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Metacreationist Enclave I
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 12000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 100 organics per turn. Can fabricate at a rate of 40 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 100
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 100 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 100
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 50 minerals each turn.
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 50 organics each turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 50 radioactives each turn.
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave II
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3250
Cost Organics       := 13000
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 125 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 125
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 100 minerals each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 100 organics each turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 100 radioactives each turn.
Ability 6 Val 1     := 100
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave III
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3500
Cost Organics       := 14000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 150 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 150
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 150 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 150
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 150 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 150
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 150 minerals each turn.
Ability 4 Val 1     := 150
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 150 organics each turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 150 radioactives each turn.
Ability 6 Val 1     := 150
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave IV
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3750
Cost Organics       := 15000
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 175 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 175
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 175 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 175
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 175 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 175
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 200 minerals each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 200 organics each turn.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 200 radioactives each turn.
Ability 6 Val 1     := 200
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave V
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4000
Cost Organics       := 16000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 200 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 200
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 200 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 200
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 200 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 200
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 250 minerals each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 250 organics each turn.
Ability 5 Val 1     := 250
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 250 radioactives each turn.
Ability 6 Val 1     := 250
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave VI
Description         := Enclave of metacreationist psions trained in the arts of psionic materials creation and fabrication.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4250
Cost Organics       := 17000
Cost Radioactives   := 11500
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can fabricate at a rate of 225 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 225
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can fabricate at a rate of 225 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 225
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can fabricate at a rate of 225 radioactives (mana crystals) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 225
Ability 4 Type      := Resource Generation - Minerals
Ability 4 Descr     := Creates 300 minerals each turn.
Ability 4 Val 1     := 300
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Generation - Organics
Ability 5 Descr     := Creates 300 organics each turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Generation - Radioactives
Ability 6 Descr     := Creates 300 radioactives each turn.
Ability 6 Val 1     := 300
Ability 6 Val 2     := 0

Name                := Metacreationist Enclave Foundation
Description         := Foundation for a metacreationist enclave.
Facility Group      := Psionic
Facility Family     := 106
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Metacreation
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Space Yard Expansion - Minerals II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 13000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 625 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 625
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Minerals III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 14000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 750
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion Project - Minerals
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Minerals construction capabilities.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Poo I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 100
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 100
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Organics I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Organics II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 13000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 625 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 625
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Organics III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 750
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion Project - Organics
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Organics construction capabilities.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Space Yard Expansion - Radioactives I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Radioactives II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 625 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 625
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion - Radioactives III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Space Yard Expansion Project - Radioactives
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Radioactives construction capabilities.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Space Yard Facility I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Space Yard Facility II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Space Yard Facility III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Minerals I
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 762
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Minerals II
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 762
Cost Minerals       := 13000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 625 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 625
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Minerals III
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 762
Cost Minerals       := 14000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 750
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion Project - Minerals
Description         := Large growth development which allows for the expansion of the planetary Growth Chamber's Minerals maturation capabilities.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 762
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Growth Chamber Expansion - Organics I
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 955
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Organics II
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 955
Cost Minerals       := 6000
Cost Organics       := 13000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 625 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 625
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Organics III
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 955
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 750
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion Project - Organics
Description         := Large growth development which allows for the expansion of the planetary Growth Chamber's Organics maturation capabilities.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 955
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Growth Chamber Expansion - Radioactives I
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Radioactives II
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 625 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 625
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion - Radioactives III
Description         := Large growth organism which enhances the growth of ships in space. Not meant as a primary Growth Chamber.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Growth Chamber Expansion Project - Radioactives
Description         := Large growth development which allows for the expansion of the planetary Growth Chamber's Radioactives maturation capabilities.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Growth Chamber Facility I
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility I (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 3125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 3125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 3125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 3750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 3750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Minerals I
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Minerals II
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 13000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 625 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 625
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Minerals III
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 14000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 750
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion Project - Minerals
Description         := Large construction project which allows for the expansion of the planetary Summoning Circle's Minerals conjuration capabilities.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Summoning Circle Expansion - Organics I
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 476
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Organics II
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 476
Cost Minerals       := 6000
Cost Organics       := 13000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 625 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 625
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Organics III
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 476
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 750
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion Project - Organics
Description         := Large construction project which allows for the expansion of the planetary Summoning Circle's Organics conjuration capabilities.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 476
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Summoning Circle Expansion - Mana I
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 477
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 500 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Mana II
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 477
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 625 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 625
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion - Mana III
Description         := Large conjuration facility which enhances the conjuration of spelljammers in the astral plane. Not meant as a primary Summoning Circle.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 477
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 750 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Summoning Circle Expansion Project - Mana
Description         := Large construction project which allows for the expansion of the planetary Summoning Circle's Mana conjuration capabilities.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 477
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Summoning Circle I
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 2000 mana 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle I (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 2500 mana 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle II
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 2500 mana 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle II (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 3125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 3125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 3125 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle III
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 3000 mana 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Summoning Circle III (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 3750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 3750 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Minerals I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Minerals II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 625 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 625
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Minerals III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 750
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion Project - Minerals
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Minerals construction capabilities.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Binding Yard Expansion - Organics I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Organics II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 13000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 625 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 625
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Organics III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 750
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion Project - Organics
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Organics construction capabilities.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Binding Yard Expansion - Radioactives I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Radioactives II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 625 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 625
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion - Radioactives III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Binding Yard Expansion Project - Radioactives
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Radioactives construction capabilities.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Energy Binding Yard I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Energy Binding Yard II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Energy Binding Yard III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Minerals I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Minerals II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 13000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 625 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 625
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Minerals III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 14000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 750
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion Project - Minerals
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Minerals construction capabilities.
Facility Group      := Space Yard
Facility Family     := 100
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 478
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Manufacturing Expansion - Organics I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Organics II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 13000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 625 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 625
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Organics III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 750
Ability 3 Type      := Space Yard
Ability 3 Descr     :=
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion Project - Organics
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Organics construction capabilities.
Facility Group      := Space Yard
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 479
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Manufacturing Expansion - Radioactives I
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Radioactives II
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 625 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 625
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion - Radioactives III
Description         := Large construction facility which enhances the construction of ships in space. Not meant as a primary Space Yard.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     :=
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1
Ability 2 Type      := Space Yard
Ability 2 Descr     :=
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 component per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Manufacturing Expansion Project - Radioactives
Description         := Large construction project which allows for the expansion of the planetary Space Yard's Radioactives construction capabilities.
Facility Group      := Space Yard
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 480
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 1
Number of Abilities := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Complex I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Complex II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3125 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3125
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Manufacturing Complex III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Hardy Industrialists
Tech Level Req 2    := 1
Tech Area Req 3     := Normal Race
Tech Level Req 3    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 3750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 3% each year.
Ability 5 Val 1     := -3
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility I
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility I (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle I
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1000 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle I (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1250 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle II
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1250 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle II (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1560 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle III
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1500 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle III (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1875 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Space Yard Facility III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility I
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility I (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility II (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III
Description         := Large growth organism which allows the growth of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Growth Chamber Facility III (HI)
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 990
Cost Minerals       := 0
Cost Organics       := 12000
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Growth Chambers
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can incubate at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can incubate at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can incubate at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle I
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1000 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle I (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1250 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle II
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1250 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle II (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1560 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle III
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1500 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Summoning Circle III (HI)
Description         := Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 413
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Summoning Circles
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can conjure at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can conjure at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can conjure at a rate of 1875 mana per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard 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       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Energy Binding Yard III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Binding Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex I (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex II (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1560 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1560
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1560 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1560
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1560 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1560
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex 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  := 2
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Manufacturing Complex III (HI)
Description         := Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Manufacturing Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Nomadic Race
Tech Level Req 2    := 15
Tech Area Req 3     := Hardy Industrialists
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 1875 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1875
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Conditions
Ability 5 Descr     := Pollution slows improvement of planetary conditions by 2% each year.
Ability 5 Val 1     := -2
Ability 5 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             := 212
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Biokinetic Field Organism
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             := 834
Cost Minerals       := 0
Cost Organics       := 20000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Ward
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             := 212
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 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             := 212
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 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             := 212
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Phased Shield Generation
Ability 2 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 2 Val 1     := 5000
Ability 2 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             := 201
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 6
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
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0

Name                := System Gravitational Biokinetic Field Organism
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             := 840
Cost Minerals       := 2000
Cost Organics       := 100000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 10
Number of Abilities := 6
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
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0

Name                := System Gravitational Ward
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             := 201
Cost Minerals       := 2000
Cost Organics       := 50000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 10
Number of Abilities := 6
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
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 6 Val 1     := 5000
Ability 6 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             := 201
Cost Minerals       := 50000
Cost Organics       := 2000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 10
Number of Abilities := 6
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
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 6 Val 1     := 5000
Ability 6 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             := 201
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 10
Number of Abilities := 6
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
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Generates 5000 pts of phased shielding for the planet during combat.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0

Name                := Planetary Shield Array I
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 10000 shield points for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array II
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 6000
Cost Organics       := 1500
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 15000 shield points for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array III
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 20000 shield points for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array IV
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 14500
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 25000 shield points for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array V
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 30000 shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VI
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 10000
Cost Organics       := 3500
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 phased shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 11000
Cost Organics       := 4000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 35000 phased shield points for the planet during combat.
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VIII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 12000
Cost Organics       := 4500
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 phased shield points for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array IX
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 13000
Cost Organics       := 5000
Cost Radioactives   := 20500
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 phased shield points for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array X
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 14000
Cost Organics       := 5500
Cost Radioactives   := 22000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 phased shield points for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Planetary Kinetic Field Array I
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 10000 shield points for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Planetary Kinetic Field Array II
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 6000
Cost Organics       := 1500
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 15000 shield points for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Kinetic Field Array III
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 20000 shield points for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Kinetic Field Array IV
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 14500
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 25000 shield points for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Planetary Kinetic Field Array V
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 30000 shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Kinetic Field Array VI
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 3500
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 phased shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Kinetic Field Array VII
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 11000
Cost Organics       := 4000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 35000 phased shield points for the planet during combat.
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Kinetic Field Array VIII
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 12000
Cost Organics       := 4500
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 phased shield points for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Kinetic Field Array IX
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 13000
Cost Organics       := 5000
Cost Radioactives   := 20500
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 phased shield points for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Kinetic Field Array X
Description         := Biokinetic field generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 14000
Cost Organics       := 5500
Cost Radioactives   := 22000
Number of Tech Req  := 1
Tech Area Req 1     := Biokinetic Fields
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 phased shield points for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Planetary Mana Barrier I
Description         := Mana barriers which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 10000 shield points for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Planetary Mana Barrier II
Description         := Mana barriers which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 1500
Cost Organics       := 6000
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 15000 shield points for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Mana Barrier III
Description         := Mana barriers which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 2000
Cost Organics       := 7000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 20000 shield points for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Mana Barrier IV
Description         := Mana barriers which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 2500
Cost Organics       := 8000
Cost Radioactives   := 14500
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 25000 shield points for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Planetary Mana Barrier V
Description         := Mana barriers which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 3000
Cost Organics       := 9000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 30000 shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Ethereal - Mana Barrier VI
Description         := Mana barriers which protect an entire planet during combat with an energy field that cannot be penetrated by ethereal weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 3500
Cost Organics       := 10000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 phased shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Ethereal - Mana Barrier VII
Description         := Mana barriers which protect an entire planet during combat with an energy field that cannot be penetrated by ethereal weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 4000
Cost Organics       := 11000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 35000 phased shield points for the planet during combat.
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Planetary Ethereal - Mana Barrier VIII
Description         := Mana barriers which protect an entire planet during combat with an energy field that cannot be penetrated by ethereal weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 4500
Cost Organics       := 12000
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 phased shield points for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Planetary Ethereal - Mana Barrier IX
Description         := Mana barriers which protect an entire planet during combat with an energy field that cannot be penetrated by ethereal weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 4000
Cost Organics       := 13000
Cost Radioactives   := 20500
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 phased shield points for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Planetary Ethereal - Mana Barrier X
Description         := Mana barriers which protect an entire planet during combat with an energy field that cannot be penetrated by ethereal weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 5500
Cost Organics       := 14000
Cost Radioactives   := 22000
Number of Tech Req  := 1
Tech Area Req 1     := Protective Barriers
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 phased shield points for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier I
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons.
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 10000 shield points for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier II
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons.
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 6000
Cost Organics       := 1500
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 15000 shield points for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier III
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons.
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 20000 shield points for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier IV
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons.
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 14500
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 25000 shield points for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier V
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons.
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier VI
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 10000
Cost Organics       := 3500
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 35000 phased shield points for the planet during combat.
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier VII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 11000
Cost Organics       := 4000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 phased shield points for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier VIII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 12000
Cost Organics       := 4500
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 phased shield points for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier IX
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 13000
Cost Organics       := 5000
Cost Radioactives   := 20500
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 phased shield points for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Planetary Refractive Barrier X
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 14000
Cost Organics       := 5500
Cost Radioactives   := 22000
Number of Tech Req  := 1
Tech Area Req 1     := Refractive Energy Barriers
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 55000 phased shield points for the planet during combat.
Ability 1 Val 1     := 55000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array I
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 10000 shield points for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array II
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 6000
Cost Organics       := 1500
Cost Radioactives   := 11500
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 15000 shield points for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array III
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 7000
Cost Organics       := 2000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 20000 shield points for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array IV
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 14500
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 25000 shield points for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Planetary Shield Array V
Description         := Shield generators which protect an entire planet during combat with an energy field that prevents damage. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 602
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Generation
Ability 1 Descr     := Generates 30000 shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VI
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 10000
Cost Organics       := 3500
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 phased shield points for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 11000
Cost Organics       := 4000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 35000 phased shield points for the planet during combat.
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array VIII
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 12000
Cost Organics       := 4500
Cost Radioactives   := 19000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 phased shield points for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array IX
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 13000
Cost Organics       := 5000
Cost Radioactives   := 20500
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 phased shield points for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Planetary Phased - Shield Array X
Description         := Shield generators which protect an entire planet during combat with an energy field that cannot be penetrated by phased weapons. 
Facility Group      := Shields
Facility Family     := 130
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 14000
Cost Organics       := 5500
Cost Radioactives   := 22000
Number of Tech Req  := 1
Tech Area Req 1     := Electronic Shields
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 phased shield points for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 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     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 627
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      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 40000
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     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 32500
Cost Organics       := 1000
Cost Radioactives   := 12500
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 35000
Cost Organics       := 1000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 60000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 60000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator IV
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 37500
Cost Organics       := 1000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 70000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 70000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 627
Cost Minerals       := 40000
Cost Organics       := 1000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 80000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 80000
Ability 1 Val 2     := 0

Name                := Gaian Presence I
Description         := Harmony with nature reduces ecological impact on a planet.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Gaians
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 8% each year.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Gaian Presence II
Description         := Harmony with nature reduces ecological impact on a planet.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Gaians
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 10% each year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Gaian Presence III
Description         := Harmony with nature reduces ecological impact on a planet.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Gaians
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 12% each year.
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency I
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Fundamental Physics
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 4% each year.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency II
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Science
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 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency III
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Science
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 6% each year.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency IV
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Science
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 7% each year.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency V
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Science
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 8% each year.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Microbiotic Scrubbers I
Description         := Organism dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Evolution
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 4% each year.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Microbiotic Scrubbers II
Description         := Organism dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Microbiology
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 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Microbiotic Scrubbers III
Description         := Organism dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Microbiology
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 6% each year.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Microbiotic Scrubbers IV
Description         := Organism dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Microbiology
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 7% each year.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Microbiotic Scrubbers V
Description         := Organism dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Microbiology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 8% each year.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Druidic Enclave I
Description         := Nature priests dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Spellcraft
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 4% each year.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Druidic Enclave II
Description         := Nature priests dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Magic
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 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Druidic Enclave III
Description         := Nature priests dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Magic
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 6% each year.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Druidic Enclave IV
Description         := Nature priests dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Magic
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 7% each year.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Druidic Enclave V
Description         := Nature priests dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nature Magic
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 8% each year.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency I
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Spark of Life
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 4% each year.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency II
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Shielding
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 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency III
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Shielding
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 6% each year.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency IV
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Shielding
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 7% each year.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Environmental Protection Agency V
Description         := Agency dedicated to improving the local environment by reducing pollution, managing wildlife and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Shielding
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 8% each year.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Environmental Restructuring Plant I
Description         := Robotic workforce dedicated to maintaining the planetary ecology and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Fundamental Robotics
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 4% each year.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Environmental Restructuring Plant II
Description         := Robotic workforce dedicated to maintaining the planetary ecology and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Restructuring
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 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Environmental Restructuring Plant III
Description         := Robotic workforce dedicated to maintaining the planetary ecology and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Restructuring
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 6% each year.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Environmental Restructuring Plant IV
Description         := Robotic workforce dedicated to maintaining the planetary ecology and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Restructuring
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 7% each year.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Environmental Restructuring Plant V
Description         := Robotic workforce dedicated to maintaining the planetary ecology and making long-term climatic adjustments.
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ecological Restructuring
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 8% each year.
Ability 1 Val 1     := 8
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             := 643
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 40
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             := 643
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 50
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             := 643
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 60
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                := Minerals Improvement Plant I
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Number of Abilities := 1
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

Name                := Minerals Improvement Plant II
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Number of Abilities := 1
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

Name                := Minerals Improvement Plant III
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Minerals Adaptor I
Description         := Massive organisms which bioform the planet to be more suitable for harvesting raw minerals. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 4
Number of Abilities := 1
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

Name                := Minerals Adaptor II
Description         := Massive organisms which bioform the planet to be more suitable for harvesting raw minerals. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 5
Number of Abilities := 1
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

Name                := Minerals Adaptor III
Description         := Massive organisms which bioform the planet to be more suitable for harvesting raw minerals. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Minerals Alchemy Laboratory I
Description         := Large scale alchemical laboratories which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 4
Number of Abilities := 1
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

Name                := Minerals Alchemy Laboratory II
Description         := Large scale alchemical laboratories which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 5
Number of Abilities := 1
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

Name                := Minerals Alchemy Laboratory III
Description         := Large scale alchemical laboratories which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Minerals Improvement Plant I
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 4
Number of Abilities := 1
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

Name                := Minerals Improvement Plant II
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 5
Number of Abilities := 1
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

Name                := Minerals Improvement Plant III
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Minerals Improvement Plant I
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 4
Number of Abilities := 1
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

Name                := Minerals Improvement Plant II
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 5
Number of Abilities := 1
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

Name                := Minerals Improvement Plant III
Description         := Massive planet reprocessors which improve the mineral value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 10000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Organics Improvement Plant I
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant II
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant III
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Organics Adaptor I
Description         := Massive organisms which bioform the planet to be more suitable for harvesting base organic materials. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Adaptor II
Description         := Massive organisms which bioform the planet to be more suitable for harvesting base organic materials. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Adaptor III
Description         := Massive organisms which bioform the planet to be more suitable for harvesting base organic materials. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Organics Alchemy Laboratory I
Description         := Large scale alchemical laboratories which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Alchemy Laboratory II
Description         := Large scale alchemical laboratories which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Alchemy Laboratory III
Description         := Large scale alchemical laboratories which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant I
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant II
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant III
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant I
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant II
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Improvement Plant III
Description         := Massive planet reprocessors which improve the organic value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant I
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant II
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant III
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Radioactives Adaptor I
Description         := Massive organisms which bioform the planet to be more suitable for harvesting radioactive materials. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Radioactives Adaptor II
Description         := Massive organisms which bioform the planet to be more suitable for harvesting radioactive materials. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Radioactives Adaptor III
Description         := Massive organisms which bioform the planet to be more suitable for harvesting radioactive materials. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Mana Crystal Alchemy Laboratory I
Description         := Large scale alchemical laboratories which improve the mana value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the mana crystal value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Mana Crystal Alchemy Laboratory II
Description         := Large scale alchemical laboratories which improve the mana value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the mana crystal value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Mana Crystal Alchemy Laboratory III
Description         := Large scale alchemical laboratories which improve the mana value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 387
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the mana crystal value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant I
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant II
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant III
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant I
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant II
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Radioactives Improvement Plant III
Description         := Massive planet reprocessors which improve the radioactive value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 643
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Radioactives Value
Ability 1 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
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                := Atmospheric Adaptor I
Description         := Massive organisms 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 Adaptation
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 Adaptor II
Description         := Massive organisms 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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
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 Adaptor III
Description         := Massive organisms 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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Adaptation
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                := Atmospheric Alchemy Laboratory I
Description         := Massive alchemical laboratory 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     := Planetary Alchemy
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 Alchemy Laboratory II
Description         := Massive alchemical laboratory 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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
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 Alchemy Laboratory III
Description         := Massive alchemical laboratory 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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Alchemy
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                := 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     := Environmental Manipulation
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Environmental Manipulation
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                := 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 Industrialization
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Industrialization
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                := Events Predictor I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Events Predictor II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor III
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 30% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service I
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal 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 (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service II
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal 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 (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service III
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal 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 (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Temporal Space Yard Facility I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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                := Temporal Space Yard Facility II
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 4000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 4000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 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                := Temporal Space Yard Facility III
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Normal Race
Tech Level Req 2    := 15
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
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                := Psionic Ship Training Facility I
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 2

Name                := Psionic Ship Training Facility II
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Psionic Ship Training Facility III
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 6

Name                := Psionic Ship Training Facility IV
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 8

Name                := Psionic Ship Training Facility V
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 9% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 9

Name                := Psionic Ship Training Facility VI
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 10

Name                := Advanced Psionic Ship Training Facility I
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Advanced Psionic Ship Training Facility II
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 6

Name                := Advanced Psionic Ship Training Facility III
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 8

Name                := Advanced Psionic Ship Training Facility IV
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 10

Name                := Advanced Psionic Ship Training Facility V
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 12% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 12

Name                := Advanced Psionic Ship Training Facility VI
Description         := Psionic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psionic
Facility Family     := 48
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 6
Tech Area Req 2     := Advanced Tactical Maneuvers
Tech Level Req 2    := 1
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 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 15

Name                := Psionic Fleet Training Facility I
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 1% each turn up to 1% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1

Name                := Psionic Fleet Training Facility II
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 2

Name                := Psionic Fleet Training Facility III
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
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 2% each turn up to 3% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Psionic Fleet Training Facility IV
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Psionic Fleet Training Facility V
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 5

Name                := Advanced Psionic Fleet Training Facility I
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
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 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 2

Name                := Advanced Psionic Fleet Training Facility II
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
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 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Advanced Psionic Fleet Training Facility III
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 4
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
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 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 6

Name                := Advanced Psionic Fleet Training Facility IV
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 5
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
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 8% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 8

Name                := Advanced Psionic Fleet Training Facility V
Description         := Psionic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psionic
Facility Family     := 49
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 2000
Cost Organics       := 11000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 6
Tech Area Req 2     := Advanced Strategic Planning
Tech Level Req 2    := 1
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 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 10

Name                := Radar Station
Description         := Short range scanning facility that uses reflecting radar waves to analyze nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Fundamental Physics
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 1 sector away.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := IR Radar Station
Description         := Short range scanning facility that uses infrared radar beams to analyze heat variations of nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 2 sectors away.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Lidar Station
Description         := Short range scanning facility that uses reflecting light waves to analyze nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 200
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 3 sectors away.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := EM Radar Station
Description         := Short range scanning facility that analyzes electro-magnetic charges in stellar objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 8500
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 300
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 4 sectors away.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Spectro-analyzer Station
Description         := Medium range scanning facility that scans nearby objects in the system in every spectrum of electro-magnetic radiation.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 400
Number of Abilities := 1
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

Name                := Multi-band Radar Station
Description         := Medium range scanning facility that scans nearby objects in the system with radar, IR radar, Light-dar, and EM Radar simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 9500
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Sensor Station
Description         := Medium range scanning facility that scans nearby objects in the system in many spectra.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 1% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := EM Sensor Station
Description         := Medium range scanning facility that uses electro-magnetic pulses to scan nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Subspace Sensor Station
Description         := Long range scanning facility that scans nearby objects in the system in both normal and sub- space simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Energy Detection Station
Description         := Long range scanning facility that reads energy signatures, allowing it to efficiently analyze nearly anything.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Mass Detection Station
Description         := Long range scanning facility that scans objects in the system by reading their mass signatures.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanners
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Radar Station
Description         := Short range scanning facility that uses reflecting radar waves to analyze nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Evolution
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 1 sector away.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := IR Radar Station
Description         := Short range scanning facility that uses infrared radar beams to analyze heat variations of nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 2 sectors away.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Lidar Station
Description         := Short range scanning facility that uses reflecting light waves to analyze nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 200
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 3 sectors away.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := EM Radar Station
Description         := Short range scanning facility that analyzes electro-magnetic charges in stellar objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 8500
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 300
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 4 sectors away.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Spectro-analyzer Station
Description         := Medium range scanning facility that scans nearby objects in the system in every spectrum of electro-magnetic radiation.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 400
Number of Abilities := 1
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

Name                := Multi-band Radar Station
Description         := Medium range scanning facility that scans nearby objects in the system with radar, IR radar, Light-dar, and EM Radar simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 9500
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Sensor Station
Description         := Medium range scanning facility that scans nearby objects in the system in many spectra.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 1% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := EM Sensor Station
Description         := Medium range scanning facility that uses electro-magnetic pulses to scan nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Subspace Sensor Station
Description         := Long range scanning facility that scans nearby objects in the system in both normal and sub- space simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Energy Detection Station
Description         := Long range scanning facility that reads energy signatures, allowing it to efficiently analyze nearly anything.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Mass Detection Station
Description         := Long range scanning facility that scans objects in the system by reading their mass signatures.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Scanning Organelles
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Tower of Scrying I
Description         := Short range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 7000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Spellcraft
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 1 sector away.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Tower of Scrying II
Description         := Short range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 7500
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 100
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 2 sectors away.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Tower of Scrying III
Description         := Short range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 8000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 200
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 3 sectors away.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Tower of Scrying IV
Description         := Short range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 221
Cost Minerals       := 3000
Cost Organics       := 8500
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 300
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner
Ability 1 Descr     := Allows scanning of targets 4 sectors away.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Tower of Scrying V
Description         := Medium range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 400
Number of Abilities := 1
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

Name                := Tower of Scrying VI
Description         := Medium range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 9500
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Tower of Scrying VII
Description         := Medium range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 1% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Tower of Scrying VIII
Description         := Medium range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 3000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Tower of Scrying IX
Description         := Long range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Tower of Scrying X
Description         := Long range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Tower of Scrying XI
Description         := Long range tower equipped with a variety of scrying devices, ranging from telescopes to crystal balls.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Scrying Magic
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Multi-band Radar Station
Description         := Medium range scanning facility that scans nearby objects in the system with radar, IR radar, Light-dar, and EM Radar simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 9500
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Sensor Station
Description         := Medium range scanning facility that scans nearby objects in the system in many spectra.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 1% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := EM Sensor Station
Description         := Medium range scanning facility that uses electro-magnetic pulses to scan nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Subspace Sensor Station
Description         := Long range scanning facility that scans nearby objects in the system in both normal and sub- space simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Energy Detection Station
Description         := Long range scanning facility that reads energy signatures, allowing it to efficiently analyze nearly anything.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Mass Detection Station
Description         := Long range scanning facility that scans objects in the system by reading their mass signatures.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Electromagnetic Scanners
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Multi-band Radar Station
Description         := Medium range scanning facility that scans nearby objects in the system with radar, IR radar, Light-dar, and EM Radar simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 9500
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Sensor Station
Description         := Medium range scanning facility that scans nearby objects in the system in many spectra.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 1% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := EM Sensor Station
Description         := Medium range scanning facility that uses electro-magnetic pulses to scan nearby objects in the system.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 222
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 2% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Subspace Sensor Station
Description         := Long range scanning facility that scans nearby objects in the system in both normal and sub- space simultaneously.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Energy Detection Station
Description         := Long range scanning facility that reads energy signatures, allowing it to efficiently analyze nearly anything.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 4% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Mass Detection Station
Description         := Long range scanning facility that scans objects in the system by reading their mass signatures.
Facility Group      := Scanning
Facility Family     := 50
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Machine Scanners
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% offense bonus to all ships and units in this system (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Psionic Probe I
Description         := Psionic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psionic
Facility Family     := 107
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 5000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Clairsentience
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psionic Probe II
Description         := Psionic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psionic
Facility Family     := 107
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 4000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Clairsentience
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psionic Probe III
Description         := Psionic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psionic
Facility Family     := 107
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Clairsentience
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 100 radioactives per star each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Solar Generator II
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 200 minerals per star each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 200 organics per star each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 200 radioactives per star each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Solar Generator III
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Crystalline Restructuring Plant I
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant II
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant III
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Tower of Protection I
Description         := Enchanted tower which provides extra magical barriers around spelljammers within the local astral plane.
Facility Group      := Shields
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Tower of Protection
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 15 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Tower of Protection II
Description         := Enchanted tower which provides extra magical barriers around spelljammers within the local astral plane.
Facility Group      := Shields
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Tower of Protection
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 30 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Tower of Protection III
Description         := Enchanted tower which provides extra magical barriers around spelljammers within the local astral plane.
Facility Group      := Shields
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Tower of Protection
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 45 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens I
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 20 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens II
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 40 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens III
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Mechanoid Immunity Lab I
Description         := Advanced mechanoid structure which prevent disease.
Facility Group      := Population Support
Facility Family     := 1001
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Mechanoid Immunity Lab II
Description         := Advanced mechanoid structure which prevent disease.
Facility Group      := Population Support
Facility Family     := 1001
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Mechanoid Immunity Lab III
Description         := Advanced mechanoid structure which prevent disease.
Facility Group      := Population Support
Facility Family     := 1001
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 134
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Cures level 5 plagues in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Mechanoid Labor Force I
Description         := Tireless mechanoid workers who will increase all production in a system.
Facility Group      := Resource Enhancement
Facility Family     := 1002
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 12000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production on 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 on 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 on a system by 5% (only 1 facility per system effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Mechanoid Labor Force II
Description         := Tireless mechanoid workers who will increase all production in a system.
Facility Group      := Resource Enhancement
Facility Family     := 1002
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 12000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production on 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 on 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 on a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Mechanoid Labor Force III
Description         := Tireless mechanoid workers who will increase all production in a system.
Facility Group      := Resource Enhancement
Facility Family     := 1002
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 239
Cost Minerals       := 12000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Mechanoid Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production on 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 on 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 on a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Monster Habitat I
Description         := 
Facility Group      := Resource Enhancement
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 := 8
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
Ability 6 Type      := Resource Storage - Mineral
Ability 6 Descr     := 
Ability 6 Val 1     := 200000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 200000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Radioactives
Ability 8 Descr     := 
Ability 8 Val 1     := 200000
Ability 8 Val 2     := 0

Name                := Monster Habitat II
Description         := 
Facility Group      := Resource Enhancement
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                := Monster Grower
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
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 := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 15 components per turn.
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0

Name                := Monster Food
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 3
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
Ability 2 Type      := Spaceport
Ability 2 Descr     := Acts as space port.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Phased Shield Generation
Ability 3 Descr     := Generates 20000 pts of phased shielding for the planet during combat.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0

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

