=======================================================================================
COMPONENT DATA FILE - Adamant Mod
=======================================================================================

Name:
  The name of this component.

Description:
  A brief description of this component and its uses.

Pic Num:
  The picture number from the Comps.bmp used for this component.

Tonnage Space Taken:
  The number of spaces in a ship size that are taken up by this component.

Tonnage Structure:
  The number of points of damage this component can withstand before being destroyed.

Cost Minerals, Cost Organics, Cost Radioactives:
  The cost of this component in this resource.

Vehicle Type:
  The type of vehicle this component can be placed in.
  Allowable Values for Vehicle Type:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform
    Ship\Base, Ship\Base\Sat, Ship\Base\Sat\Drone, Ship\Base\Sat\WeapPlat\Drone,
    Ftr\Trp, Ship\Base\Drone, All

Optional Field -
Vechicle List Type Override:
  If this field is present, it overrides the value in Vehicle Type.
  The type of vehicle this component can be placed in. This field
  contains a list of comma separated values.
  Allowable Values in list:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform

Optional Field -
Vehicle List Type Description:
  If the Vehicle List Type Override field is used, this field should
  be present as well. This field provides the description displayed in
  the component report.

Supply Amount Used:
  The amount of supplies this component uses each time it is activated.

Restrictions:
  None, One Per Vehicle

General Group:
  The General Group this component belongs to. This is used in the
  Add Design Window to only show components of a given group.

Family:
  The family grouping of this component. This is used to determine which components
  can be removed when showing only the latest component of type. This can be
  any number as long as all components with the same name and a different
  Roman Numeral have the same family number.

1100 - Satellite Coordination Nexus
2110 - Missile Weapons
5000 - Colony
5008 - Megafluxer
5100 - Mine Warheads
6000 - Organic
6100 - Armor
7000 - Space Monsters
7100 - Hyperdrive
7200 - Bulk Cargo
7201 - Stealth Shield
7202 - Magnetic Screen
7203 - Anti-static Field Modulator
7204 - Bulk Reactors
7205 - Electromagnetic Screening
7206 - Mine Cloaking Devices
7207 - Maneuvering Thrusters
7208 - Mobile Space Yards
7209 - Sick Bay
7210 - Flag Bridge
7211 - Satellite Robo - Miner
7212 - Satellite Robo - Farmer
7213 - Satellite Robo - Rad Extractors
7214 - Unit Crystalline Armor
7215 - Base Space Yard
7216 - Research Lab
8000 - Weapons (800 for Weapon Family)
8600 - Magic Weapons (860 for Weapon Family)
  01 - Mana Weapons
  11 - Air Weapons
  21 - Earth Weapons
  31 - Fire Weapons
  41 - Lightning Weapons
  51 - Water Weapons
  61 - Prismatic Sphere
8700 - Organic Weapons
  01 - Spine Weapons
  21 - Fungal Torpedo Weapons
  31 - Electric Weapons
  41 - Parasitic Weapons
  51 - Plasma Weapons
  61 - Melee Weapons
8800 - Energy Weapons
  01 - Kinetic Weapons
  11 - Plasma Weapons
  21 - Matter Weapons
  31 - Slicing Beams
  41 - Masers
9000 - Nomad Research Labs
9010 - Nomad Covert Ops Teams
9100 - Swashbucklers
9200 - Small Space Yard (for Pirates and Nomads)
10000 - Fighter Superiority Weapons
10100 - Energy Fighter Engines

55xx - Roleplay Elements
  00 - Crew Quarters
  10 - Life Support

Roman Numeral:
  The number that follows a component and is displayed as a roman numeral. This is
  a regular number of 0 - 20 which is used to describe components that are
  improved version of an earlier model. This number should be the value of the
  Roman Numeral which follows the name of the component. A value of zero means
  that there is no roman numeral for this component.
  Allowable values for Roman Numeral:
    0 - 20.

Custom Group:
  A number which allows the creation of custom groups of components. This number
  is referenced by the Ship Sizes when they use the Abilities "Do Not Allow
  Components of Custom Group" and "Only Allow Components of Custom Group".

Number of Tech Req:
  The number of Tech Requirements that are for this component. The Tech requirement
  determines the technology level an empire must have before this component
  becomes visible to be used in designs.

Tech Area Req X:
  For each of the Tech Requirements, this is the tech area of the requirement.
  The X is the number of the requirement.
  Allowable values for Tech Area Req:
    A name from the TechArea.txt file.

Tech Level Req X:
  For each of the Tech Requirements, this is the tech level in the given area
  that must be reached.
  The X is the number of the requirement.
  Allowable values for Tech Level Req:
    A value from 1 to the Maximum Level for this Tech Area as defined in the
    TechArea.txt file.

Number of Abilities:
  The number of abilities that this component possesses.

Ability X Type, Ability X Descr, Ability X Val 1, Ability X Val 2:
  The details of the ability. See the Abilities.txt file for details.
  The x is the number of the ability.

Dummy abilities used for description tags:
  Star - Unstable
  Palace

Weapon Type:
  The weapon type of this component.
  Allowable values for Weapon Type:
    None, Direct Fire, Seeking, Point-Defense, Warhead

[If Weapon Type is not None, then the following fields should be present.]

Weapon Target:
  Ships, Planets, Ships\Planets, Ships\Planets\Ftr\Sat\Drone, Seekers,
  Ftr\Sat\Seekers\Drone, Ships\Sat

Optional Field -
Weapon List Target Override:
  If this field is present, it overrides the value in Weapon Target.
  The types of vehicle this weapon can fire on. This field
  contains a list of comma separated values.
  Allowable Values in list:
    Ships, Planets, Seekers, Fighters, Satellites, Drones

Optional Field -
Weapon List Target Description:
  If the Weapon List Target Override field is used, this field should
  be present as well. This field provides the description displayed in
  the component report.

Weapon Damage at Rng:
  The damage this weapon will do at ranges 1 - 20.

Weapon Damage Type:
  The type of damage that is done when the weapon hits.
  Allowable values for Weapon Damage Type:
    Normal, Shields Only, Skips Normal Shields, Only Engines, Only Weapons,
    Plague Level 1, Plague Level 2, Plague Level 3, Plague Level 4, Plague Level 5,
    Only Planet Population, Only Planet Conditions, Only Resupply Depots,
    Only Spaceports, Pushes Target, Pulls Target, Random Target Movement,
    Only Shield Generators, Only Boarding Parties, Only Security Stations,
    Only Planet Destroyers, Skips Armor, Skips Shields And Armor,
    Quad Damage To Shields, Increase Reload Time, Disrupt Reload Time,
    Crew Conversion, Only Master Computers, Skips All Shields,
    Double Damage To Shields, Half Damage To Shields, Quarter Damage To Shields

Weapon Reload Rate:
  The rate at which the weapon reloads. This is the number of turns before the
  weapon can fire again.

Weapon Display Type:
  Beam, Torp, Seeker

Weapon Display:
  Beam - The index number of the beam picture to display (in Pictures\Combat\Beams.bmp).
  Torp - The index number of the torp picture to display (in Pictures\Combat\Torps.bmp).
  Seeker - The index of the seeker picture to display (in the main bitmap for each race).

Weapon Speed:
  For Seeking weapons, the number of squares per turn the weapon moves.

Weapon Modifier:
  Any special bonus this weapon receives.

Weapon Sound:
  The name of the WAV file that is played when this weapon fires.

=======================================================================================
*BEGIN*
=======================================================================================

Name                  := AP Mine Charge I
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge II
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge III
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := Null - Space Charge I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Null-Space Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Charge II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Null-Space Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Charge III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Null-Space Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Ionic Charge I
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 1 engine.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Engine Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge II
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 2 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Engine Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge III
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 3 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Engine Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Tachyon Charge I
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge II
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge III
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Shield Disrupter Charge I
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge II
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge III
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Computer Virus Charge
Description           := Large warhead which will contains a computer virus, capable of disabling Master Computers.
Pic Num               := 1312
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5105

Name                  := Neutron Radiation Charge I
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge II
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge III
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Mine Charge I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := AP Viral Body I
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Spores
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Viral Body II
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 240
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Spores
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Viral Body III
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 280
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Spores
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := Null - Space Viral Body  I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Null-Space Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Viral Body  II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 350
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Null-Space Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Viral Body  III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 600
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Null-Space Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Ionic Viral Body  I
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 1 engine.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Engine Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Viral Body  II
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 2 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Engine Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Viral Body  III
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 3 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Engine Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Tachyon Viral Body  I
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon Viral Body s used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Viral Body  II
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon Viral Body s used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Viral Body  III
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon Viral Body s used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Weapon Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Shield Disrupter Viral Body  I
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Viral Body  II
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Viral Body  III
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Computer Virus Viral Body
Description           := Large warhead which will contains a computer virus, capable of disabling Master Computers.
Pic Num               := 1312
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5105

Name                  := Neutron Radiation Viral Body  I
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Viral Body  II
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Viral Body  III
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Neutron Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Viral Body I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Viral Body II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Viral Body III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := AP Glyph of Fire I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Glyphs
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Glyph of Fire II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 240
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Glyphs
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Glyph of Fire III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 280
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AP Explosive Glyphs
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := Glyph of Chaos I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, creating a rift to the plan of Chaos.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Chaos Magic
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Glyph of Chaos II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, creating a rift to the plan of Chaos.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 350
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Chaos Magic
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Glyph of Chaos III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, creating a rift to the plan of Chaos.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Chaos Magic
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Glyph of Immobility I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing magics designed to destroy propulsion systems.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Locomotion Disruption
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Glyph of Immobility II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing magics designed to destroy propulsion systems.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Locomotion Disruption
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Glyph of Immobility III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing magics designed to destroy propulsion systems.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Locomotion Disruption
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Glyph of Evocation Dispelling I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Dispel Evocation
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Glyph of Evocation Dispelling II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Dispel Evocation
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Glyph of Evocation Dispelling III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Dispel Evocation
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Glyph of Abjuration Dispelling I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy protective barriers.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Glyph of Abjuration Dispelling II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy protective barriers.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Glyph of Abjuration Dispelling III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, using dispel magic designed to destroy protective barriers.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Glyph of Control Disruption
Description           := Device enchanted with glyphs which will disrupt the ability of any autonomous constructs to receive commands.
Pic Num               := 1312
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Disrupt Control
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5105

Name                  := Glyph of Death I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing potent death magic that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Glyph of Death II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing potent death magic that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Glyph of Death III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer, releasing potent death magic that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Glyph of Fire I
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Glyph of Fire II
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Glyph of Fire III
Description           := Device enchanted with glyphs which will explode on contact with a spelljammer.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := AP Mine Charge I
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine AP Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge II
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine AP Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge III
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine AP Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := Null - Space Charge I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Null-Space Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Charge II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Null-Space Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Null - Space Charge III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Null-Space Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Ionic Charge I
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 1 engine.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Engine Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge II
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 2 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Engine Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge III
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 3 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Engine Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Tachyon Charge I
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Weapon Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge II
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Weapon Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge III
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Weapon Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Shield Disrupter Charge I
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge II
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge III
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Computer Virus Charge
Description           := Large warhead which will contains a computer virus, capable of disabling Master Computers.
Pic Num               := 1312
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5105

Name                  := Neutron Radiation Charge I
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Neutron Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge II
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Neutron Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge III
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Neutron Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Mine Charge I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := AP Mine Charge I
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy AP Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge II
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy AP Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := AP Mine Charge III
Description           := Large warhead which will explode on contact with a ship, bypassing hyper-dense armor.
Pic Num               := 1302
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy AP Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5100

Name                  := Quantum Freeze Charge I
Description           := Large warhead which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Quantum Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Quantum Freeze Charge II
Description           := Large warhead which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Quantum Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Quantum Freeze Charge III
Description           := Large warhead which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 1327
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Quantum Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5101

Name                  := Ionic Charge I
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 1 engine.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Engine Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge II
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 2 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Engine Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Ionic Charge III
Description           := Large warhead which will explode on contact with a ship, exploding with anti-ionic energy which disrupts engine operation. Destroys 3 engines.
Pic Num               := 1305
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Engine Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5102

Name                  := Tachyon Charge I
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Weapon Overloading Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge II
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Weapon Overloading Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Tachyon Charge III
Description           := Large warhead which will explode on contact with a ship, using pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 1318
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Weapon Overloading Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5103

Name                  := Shield Disrupter Charge I
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge II
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Shield Disrupter Charge III
Description           := Large warhead which will explode on contact with a ship, using tunneling neutrino beams which burn out shield generators.
Pic Num               := 1316
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5104

Name                  := Computer Virus Charge
Description           := Large warhead which will contains a computer virus, capable of disabling Master Computers.
Pic Num               := 1312
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5105

Name                  := Neutron Radiation Charge I
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Neutron Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge II
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Neutron Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Neutron Radiation Charge III
Description           := Large warhead which will explode on contact with a ship, releasing an intense blast of neutron radiation that kills off living crew.
Pic Num               := 1315
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 5107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Neutron Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 5107

Name                  := Mine Charge I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Charge III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Fighter Cockpit
Description           := The main control center of a fighter.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Aerial Fighter Cockpit
Description           := The main control center of a fighter built by an aerial race.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Aerial Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Swarmer Brain
Description           := The main control center of a swarmer.
Pic Num               := 312
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Aerial Swarmer Brain
Description           := The main control center of a swarmer grown by an aerial race.
Pic Num               := 312
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Aerial Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Monster Collar
Description           := Device used to maintain control over the summoned monster.
Pic Num               := 1710
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Levincraft Cockpit
Description           := The main control center of a levincraft.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Aerial Levincraft Cockpit
Description           := The main control center of a levincraft built by an aerial race.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Aerial Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Drone Control Center
Description           := The main control center of a fighter drone.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Aerial Fighter Computer Core
Description           := The main control center of a fighter built by an aerial race.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Aerial Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Internal Organs
Description           := Vital internal organs of the swarmer.
Pic Num               := 224
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Internal Organs
Description           := Vital internal organs of the astral monster.
Pic Num               := 224
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Levincraft Life Support
Description           := Mechanical means to generate a livable atmosphere within a levincraft.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Citizen Soldiers
Description           := Adequately trained planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Professional Soldiers
Description           := Highly trained planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Troop Droid
Description           := Mechanized Pilots and Gunners, capable of wielding heavier equipment in combat.
Pic Num               := 1230
Tonnage Space Taken   := 0
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can manage all of a vehicle's systems or organize robotic infantry.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Crew Quarters
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Worker Drones
Description           := Worker class drones hastily trained to be planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Drones
Description           := Highly evolved planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Troop Droid (NEEDS NAME)
Description           := Mechanized Pilots and Gunners, capable of wielding heavier equipment in combat.
Pic Num               := 1230
Tonnage Space Taken   := 0
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Decentralized Nervous Systems
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can manage all of a vehicle's systems or organize robotic infantry.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Crew Quarters
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Citizen Soldiers
Description           := Adequately trained planetary warriors and beast handlers, equally capable on foot and leading war monsters.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Professional Soldiers
Description           := Highly trained planetary warriors and beast handlers, equally capable on foot and leading war monsters.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golem
Description           := Artificial monster handlers and gunners, capable of wielding heavier equipment in combat.
Pic Num               := 1230
Tonnage Space Taken   := 0
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Automotons
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can manage all of a vehicle's systems or organize robotic infantry.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Crew Quarters
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Citizen Soldiers
Description           := Adequately trained planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Professional Soldiers
Description           := Highly trained planetary warriors and weapon technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Troop Droid (NEEDS NAME)
Description           := Mechanized Pilots and Gunners, capable of wielding heavier equipment in combat. (NEEDS DESCRIPTION)
Pic Num               := 1230
Tonnage Space Taken   := 0
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can manage all of a vehicle's systems or organize robotic infantry.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Crew Quarters
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Worker Drones
Description           := Worker drones hastily reprogrammed to be combat drones and heavy weapons technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Drones
Description           := Highly optimized combat drones and heavy weapons technicians, equally capable on foot and piloting war vehicles.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can provide support services for one vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cymek
Description           := Combining standard combat drone design with basic bioneural gel circuitry, Cymek pilots and gunners are capable of vastly increased versatility in combat.
Pic Num               := 1230
Tonnage Space Taken   := 0
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Gel Circuitry
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Can manage all of a vehicle's systems or organize robotic infantry.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Crew Quarters
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Troop Logo
Description           := A decorative design used to identify related Troops. Although they are often prized by their owners as a status symbol and morale booster, they have been statistically shown to have no effect on combat.
Pic Num               := 1244
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5211
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := AI Empire
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Tech Area Req 3       := AI Empire
Tech Level Req 3      := 1
Tech Area Req 4       := AI Empire
Tech Level Req 4      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := This logo offers no advantage, but dang it looks cool.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Computer Core
Description           := The main computer core which controls a satellite.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 15
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Colony Nexus
Description           := Central neural processing unit of a spore colony.
Pic Num               := 312
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spore Colonies
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 15
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 15
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Contingency Spell
Description           := Basic spell component which controls the contingency device.
Pic Num               := 1837
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Contingency Devices
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 15
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 15
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Storm Binding Point
Description           := The main nexus around which the storm is bound.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Storm Tethering
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 15
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 15
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Computer Core
Description           := The main computer core which controls a satellite.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Satellite Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 15
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 15
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus I
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Scanners
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus II
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Scanners
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus III
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Scanners
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus IV
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Scanners
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 50% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spore Colony Coordination Nexus I
Description           := Coordinates the targeting scanners of spore colonies in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 7
Tech Area Req 2       := Scanning Organelles
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spore Colony Coordination Nexus II
Description           := Coordinates the targeting scanners of spore colonies in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 2400
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 8
Tech Area Req 2       := Scanning Organelles
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spore Colony Coordination Nexus III
Description           := Coordinates the targeting scanners of spore colonies in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 2800
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 9
Tech Area Req 2       := Scanning Organelles
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spore Colony Coordination Nexus IV
Description           := Coordinates the targeting scanners of spore colonies in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 10
Tech Area Req 2       := Scanning Organelles
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 50% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Contingency Device Coordination Nexus I
Description           := Coordinates the targeting scanners of contingency devices in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Scrying Magic
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Contingency Device Coordination Nexus II
Description           := Coordinates the targeting scanners of contingency devices in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Scrying Magic
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Contingency Device Coordination Nexus III
Description           := Coordinates the targeting scanners of contingency devices in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Scrying Magic
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Contingency Device Coordination Nexus IV
Description           := Coordinates the targeting scanners of contingency devices in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Scrying Magic
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 50% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Coordination Nexus I
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Electromagnetic Scanners
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Coordination Nexus II
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Electromagnetic Scanners
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Coordination Nexus III
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Electromagnetic Scanners
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Coordination Nexus IV
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Electromagnetic Scanners
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 50% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus I
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Machine Scanners
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus II
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Machine Scanners
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus III
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 2800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Machine Scanners
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Coordination Nexus IV
Description           := Coordinates the targeting scanners of satellites in a sector, directing their fire in the most optimal pattern.
Pic Num               := 12
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Machine Scanners
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 50% attack bonus in combat (only 1 component per stack effective). Like combat sensors, only one is necessary per stack.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bridge
Description           := The main control center of a starship. This basic version is poorly equipped.
Pic Num               := 1
Tonnage Space Taken   := 10
Tonnage Structure     := 11
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Overall performance decrease results in 15% combat penalties.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (1 boarding defense).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Bridge I
Description           := The main control center of a starship.
Pic Num               := 2
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 6
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Bridge II
Description           := The main control center of a starship.
Pic Num               := 2
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 3
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 2 components per turn.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 8
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Bridge III
Description           := The main control center of a starship.
Pic Num               := 2
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 3
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 3 components per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 10
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Basic Neural Core
Description           := The primary nexus of a living starship's mental capacity. This basic version is poorly equipped.
Pic Num               := 1653
Tonnage Space Taken   := 10
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Overall performance decrease results in 15% combat penalties.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Neural core must be subdued before the ship can be captured (1 boarding defense).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Neural Core
Description           := The primary nexus of a living starship's mental capacity.
Pic Num               := 217
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Neural core must be subdued before the ship can be captured (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Major Spelljammer Helm
Description           := The main control center of a spelljammer. This basic version is poorly equipped.
Pic Num               := 1780
Tonnage Space Taken   := 10
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Overall performance decrease results in 15% combat penalties.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (1 boarding defense).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Major Spelljammer Helm
Description           := The main control center of a spelljammer.
Pic Num               := 1781
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Spelljammer Helm I
Description           := The main control center of a spelljammer.
Pic Num               := 1781
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 6
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Spelljammer Helm II
Description           := The main control center of a spelljammer.
Pic Num               := 1781
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 2
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 2 components per turn.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 8
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mechanoid Spelljammer Helm III
Description           := The main control center of a spelljammer.
Pic Num               := 1781
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mechanoid Technology
Tech Level Req 3      := 3
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 3 components per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Difficult to detect by telepathic means.
Ability 4 Val 1       := Psychic
Ability 4 Val 2       := 10
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bridge
Description           := The main control center of a starship. This basic version is poorly equipped.
Pic Num               := 1
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 6
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Overall performance decrease results in 15% combat penalties.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (1 boarding defense).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 5
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Command Staff form the last line of defense (3 boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Basic Core
Description           := The main control and processing center of a starship. This basic version is poorly equipped.
Pic Num               := 1
Tonnage Space Taken   := 10
Tonnage Structure     := 11
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Overall performance decrease results in 15% combat penalties.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Core
Description           := The main control and processing center of a starship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Intelligence
Ability 2 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command I
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 60 marines (15 boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 2% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command II
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 650
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 100 marines (25 boarding defense).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 4% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command III
Description           := Highly motivated and fanatically loyal  command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 140 marines (35 boarding defense).
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command I
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 60 marines (15 boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 2% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command II
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 650
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 100 marines (25 boarding defense).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 4% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command III
Description           := Highly motivated and fanatically loyal  command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 140 marines (35 boarding defense).
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command I
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 1782
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 60 marines (15 boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 2% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command II
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 1782
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 650
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 100 marines (25 boarding defense).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 4% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command III
Description           := Highly motivated and fanatically loyal  command crew.
Pic Num               := 1782
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 140 marines (35 boarding defense).
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command I
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 60 marines (15 boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 2% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 10
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command II
Description           := Highly motivated and fanatically loyal command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 950
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 100 marines (25 boarding defense).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 4% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 15
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Fanatical Command III
Description           := Highly motivated and fanatically loyal  command crew.
Pic Num               := 864
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 6900
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 140 marines (35 boarding defense).
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 20 intelligence points per turn.
Ability 5 Val 1       := 20
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 20
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Automated Bridge I
Description           := The main control center of a starship. Has a Life Support and a Crew Quarters built-in.
Pic Num               := 250
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 800
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Automation
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (7 boarding defense).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 15 intelligence points per turn.
Ability 5 Val 1       := 15
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Automated Bridge II
Description           := The main control center of a starship. Has a Life Support and a Crew Quarters built-in.
Pic Num               := 250
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 750
Cost Organics         := 750
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Automation
Tech Level Req 3      := 2
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (7 boarding defense).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 15 intelligence points per turn.
Ability 5 Val 1       := 15
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Automated Bridge III
Description           := The main control center of a starship. Has a Life Support and a Crew Quarters built-in.
Pic Num               := 250
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 700
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Automation
Tech Level Req 3      := 3
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Command Staff form the last line of defense (7 boarding defense).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := Increased flexibility in moving spies about represented by generating 15 intelligence points per turn.
Ability 5 Val 1       := 15
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Auxiliary Control
Description           := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Small Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Reflex Center
Description           := Neural tissue which provides a living starship's subconscious combat reflexes.
Pic Num               := 218
Tonnage Space Taken   := 5
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Small Ship Growth
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Provides some backup control if the neural core is lost.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 4% attack bonus in combat.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 2% defense bonus in combat.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Minor Spelljammer Helm
Description           := If a spelljammer's major helm is ever destroyed, this will serve as a temporary helm for the spelljammer.
Pic Num               := 1783
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Small Spelljammer Construction
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 2% attack bonus in combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 4% defense bonus in combat.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Auxiliary Control
Description           := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Small Energy Ship Fabrication
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Auxiliary Core
Description           := If a ship's core is ever destroyed, this will serve as a temporary core for the ship.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Small Ship Manufacturing
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 1% defense bonus in combat.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Flag Bridge
Description           := A command deck with facilities for coordinating the actions of an entire fleet of ships.
Pic Num               := 251
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 18000
Cost Organics         := 20000
Cost Radioactives     := 18000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medium Ship Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Military Theory
Tech Level Req 2      := 6
Number of Abilities   := 7
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Provides equipment and accommodations for 200 elite security personnel (120 boarding defense).
Ability 6 Val 1       := 116
Ability 6 Val 2       := 0
Ability 7 Type        := Generate Points Intelligence
Ability 7 Descr       := Increased flexibility in moving spies about represented by generating 40 intelligence points per turn.
Ability 7 Val 1       := 40
Ability 7 Val 2       := 0
Weapon Type           := None

Name                  := Flag Bridge
Description           := A command deck with facilities for coordinating the actions of an entire fleet of ships.
Pic Num               := 251
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 18000
Cost Organics         := 18000
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medium Ship Growth
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Military Theory
Tech Level Req 2      := 6
Number of Abilities   := 7
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Provides equipment and accommodations for 200 elite security personnel (120 boarding defense).
Ability 6 Val 1       := 116
Ability 6 Val 2       := 0
Ability 7 Type        := Generate Points Intelligence
Ability 7 Descr       := Increased flexibility in moving spies about represented by generating 40 intelligence points per turn.
Ability 7 Val 1       := 40
Ability 7 Val 2       := 0
Weapon Type           := None

Name                  := Flag Bridge
Description           := A command deck with facilities for coordinating the actions of an entire fleet of spelljammers.
Pic Num               := 1784
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 18000
Cost Radioactives     := 18000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medium Spelljammer Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Military Theory
Tech Level Req 2      := 6
Number of Abilities   := 7
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Provides equipment and accommodations for 200 elite security personnel (120 boarding defense).
Ability 6 Val 1       := 116
Ability 6 Val 2       := 0
Ability 7 Type        := Generate Points Intelligence
Ability 7 Descr       := Increased flexibility in moving spies about represented by generating 40 intelligence points per turn.
Ability 7 Val 1       := 40
Ability 7 Val 2       := 0
Weapon Type           := None

Name                  := Flag Bridge
Description           := A command deck with facilities for coordinating the actions of an entire fleet of ships.
Pic Num               := 251
Tonnage Space Taken   := 500
Tonnage Structure     := 50
Cost Minerals         := 9000
Cost Organics         := 9000
Cost Radioactives     := 38000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medium Energy Ship Fabrication
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Military Theory
Tech Level Req 2      := 6
Number of Abilities   := 8
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Provides equipment and accommodations for 200 elite security personnel (120 boarding defense).
Ability 6 Val 1       := 116
Ability 6 Val 2       := 0
Ability 7 Type        := Generate Points Intelligence
Ability 7 Descr       := Increased flexibility in moving spies about represented by generating 40 intelligence points per turn.
Ability 7 Val 1       := 40
Ability 7 Val 2       := 0
Ability 8 Type        := Phased Shield Generation
Ability 8 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 8 Val 1       := 50
Ability 8 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Control Core
Description           := A command core with facilities for coordinating the actions of an entire fleet of ships.
Pic Num               := 251
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 23000
Cost Organics         := 10000
Cost Radioactives     := 23000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medium Ship Manufacturing
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Military Theory
Tech Level Req 2      := 6
Number of Abilities   := 7
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Provides equipment and accommodations for 200 elite security machines (120 boarding defense).
Ability 6 Val 1       := 116
Ability 6 Val 2       := 0
Ability 7 Type        := Generate Points Intelligence
Ability 7 Descr       := Increased flexibility in moving spies about represented by generating 40 intelligence points per turn.
Ability 7 Val 1       := 40
Ability 7 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Life Support
Description           := Massive filters and exchangers which protect against toxins and fallout from the biosphere.
Pic Num               := 5
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Civil Defense
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Supports millions of population.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship. This component is not built for compactness and will not be an asset in a combat; but is less difficult to manufacture.
Pic Num               := 1651
Tonnage Space Taken   := 22
Tonnage Structure     := 12
Cost Minerals         := 50
Cost Organics         := 100
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Inability to withstand violent maneuvers results in a 10% defense penalty.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Air Recycler
Description           := Mechanical means to recycle the air on a starship.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5510
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Water Recycler
Description           := Mechanical means to recycle the water or other crucial, life-sustaining liquids on a starship.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5511
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Waste Processing Unit
Description           := Mechanical means to process waste materials for later removal from a starship.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5512
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Auto-Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 1652
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Automation
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Homeostasis Organs
Description           := Specialized tissues which maintain the health of the ship.
Pic Num               := 224
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 10
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self-replicating Homeostasis Organs
Description           := Specialized tissues which maintain the health of the ship.
Pic Num               := 224
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 10
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 5
Tech Area Req 4       := Inherent Regeneration
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Repair
Ability 2 Descr       := Can heal one component per turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Basic Atmosphere Generator
Description           := Magical device used to generate a livable atmosphere on a spelljammer. This component is not built for compactness and will not be an asset in a combat; but is less difficult to manufacture.
Pic Num               := 1785
Tonnage Space Taken   := 15
Tonnage Structure     := 12
Cost Minerals         := 50
Cost Organics         := 75
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Inability to withstand violent maneuvers results in a 10% defense penalty.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Atmosphere Generator
Description           := Magical device used to generate a livable atmosphere on a spelljammer.
Pic Num               := 1786
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 10
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Air Recycler
Description           := Mechanical means to recycle the air on a spelljammer.
Pic Num               := 1786
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5510
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Water Recycler
Description           := Mechanical means to recycle the water or other crucial, life-sustaining liquids on a spelljammer.
Pic Num               := 1786
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5511
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Waste Processing Unit
Description           := Mechanical means to process waste materials for later removal from a spelljammer.
Pic Num               := 1786
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5512
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship. This component is not built for compactness and will not be an asset in a combat; but is less difficult to manufacture.
Pic Num               := 1651
Tonnage Space Taken   := 15
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 100
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Inability to withstand violent maneuvers results in a 10% defense penalty.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 5
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 10
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 5
Number of Abilities   := 2
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Basic Maintenance Facilities
Description           := Repair and maintenance facilities for small machines on board the ship. This component is not built for compactness and will not be an asset in a combat; but is less difficult to manufacture.
Pic Num               := 1651
Tonnage Space Taken   := 22
Tonnage Structure     := 12
Cost Minerals         := 50
Cost Organics         := 100
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Inability to withstand violent maneuvers results in a 10% defense penalty.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Facilities
Description           := Repair and maintenance facilities for small machines on board the ship.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 10
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1643
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Psionic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1645
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1644
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Stoic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic/Psionic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1646
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Tech Area Req 3       := Stoic Race
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := Area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1647
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters (Psionic)
Description           := Area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1649
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations. (10 boarding defense)
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 51
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 5
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters (Psionic)
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1650
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 10
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 5
Tech Area Req 4       := Psychometabolism
Tech Level Req 4      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters (Psionic)
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay (Psionic)
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Basic Circulatory System
Description           := Network of organs that circulate vital nutrients while removing harmful wastes from a bioship. This component is not built for compactness and will not be an asset in a combat; but is less difficult to manufacture.
Pic Num               := 1597
Tonnage Space Taken   := 12
Tonnage Structure     := 12
Cost Minerals         := 100
Cost Organics         := 75
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 4 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Inability to withstand violent maneuvers results in a 10% defense penalty.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Circulatory System
Description           := Network of organs that circulate vital nutrients while removing harmful wastes from a bioship.
Pic Num               := 1598
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 10
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 4 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Pump System
Description           := Organ system which provides the pumping power necessary for the circulation of vital nutrients throughout the bioship.
Pic Num               := 1598
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5510
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 4 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Arterial System
Description           := Organ system which provides the circulatory pathways used for the circulation of vital nutrients throughout the bioship.
Pic Num               := 1598
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5511
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 4 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Waste Processing System
Description           := Organ system which removes harmful waste products and other materials from the circulatory system of the bioship.
Pic Num               := 1598
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5512
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 4 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters
Description           := Compact area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1787
Tonnage Space Taken   := 7
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Psionic)
Description           := Compact area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1787
Tonnage Space Taken   := 7
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic)
Description           := Compact area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1787
Tonnage Space Taken   := 7
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Stoic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic/Psionic)
Description           := Compact area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1787
Tonnage Space Taken   := 7
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Tech Area Req 3       := Stoic Race
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := Area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1788
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters (Psionic)
Description           := Area on a spelljammer where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1788
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1789
Tonnage Space Taken   := 13
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 10
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 5
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters (Psionic)
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1789
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 10
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 5
Tech Area Req 4       := Psychometabolism
Tech Level Req 4      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 13
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters (Psionic)
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 13
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay (Psionic)
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1643
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Psionic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1645
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Lack of proper facilities results in a less combat-ready crew. Ship receives 10% penalties in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1644
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Stoic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spartan Crew Quarters (Stoic/Psionic)
Description           := Compact area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1646
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 400
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Tech Area Req 3       := Stoic Race
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := Area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1647
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters (Psionic)
Description           := Area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1649
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations. (10 boarding defense)
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Standard facilities result in a less combat-ready crew. Ship receives 5% penalties in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       :=
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 51
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 10
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 5
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Luxurious Crew Quarters (Psionic)
Description           := Spacious area on a starship where the crew spends its off-hours. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1650
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 10
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 5
Tech Area Req 4       := Psychometabolism
Tech Level Req 4      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Officers Crew Quarters (Psionic)
Description           := Spacious crew quarters for the officers of the ship. Mixing various forms of crew quarters on a ship breeds jealousy amongst the crew, resulting in less than optimal combat readiness.
Pic Num               := 1151
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Roleplay Elements
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay (Psionic)
Description           := Houses medical personal and basic medical facilities to care for the ship's crew.
Pic Num               := 1156
Tonnage Space Taken   := 13
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 450
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychometabolism
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Tech Area Req 3       := Roleplay Elements
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew members provide twice the resistance to boarding operations (10 boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior facilities result in a more combat-ready crew. Ship receives no penalties in combat.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Machine Bay
Description           := Storage and repowering stations for small machines on board the ship.
Pic Num               := 1647
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters (provides 5 boarding defense).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Psychotropic Drugs I
Description           := Chemical stimulants send crew into a battle frenzy.
Pic Num               := 17
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 6601
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Experimental Psychology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Frenzy gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Recklessness causes a -10% defense penalty in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychotropic Drugs II
Description           := Chemical stimulants send crew into a battle frenzy.
Pic Num               := 17
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 6601
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Experimental Psychology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Frenzy gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Recklessness causes a -15% defense penalty in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychotropic Drugs III
Description           := Chemical stimulants send crew into a battle frenzy.
Pic Num               := 17
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 6601
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Experimental Psychology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Frenzy gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Recklessness causes a -20% defense penalty in combat.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay I
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 150
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay II
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 175
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay III
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay IV
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 50
Cost Organics         := 225
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay V
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 50
Cost Organics         := 250
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Absorption Supplement I
Description           := Systems designed to repair damage to the ship when subjected to neutron radiation or mental shredding.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Systems can provided limited assistance to immune systems in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Absorption Supplement II
Description           := Systems designed to repair damage to the ship when subjected to neutron radiation or mental shredding.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Systems can provided limited assistance to immune systems in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Absorption Supplement III
Description           := Systems designed to repair damage to the ship when subjected to neutron radiation or mental shredding.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Systems can provided limited assistance to immune systems in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Absorption Supplement IV
Description           := Systems designed to repair damage to the ship when subjected to neutron radiation or mental shredding.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 225
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Systems can provided limited assistance to immune systems in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Absorption Supplement V
Description           := Systems designed to repair damage to the ship when subjected to neutron radiation or mental shredding.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 250
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Systems can provided limited assistance to immune systems in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Apothecary Bay I
Description           := Apothecaries trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1790
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 25
Cost Organics         := 150
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Apothecaries can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Apothecary Bay II
Description           := Apothecaries trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1790
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 25
Cost Organics         := 175
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Apothecaries can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Apothecary Bay III
Description           := Apothecaries trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1790
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 25
Cost Organics         := 200
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Apothecaries can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Apothecary Bay IV
Description           := Apothecaries trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1790
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 25
Cost Organics         := 225
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Apothecaries can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Apothecary Bay V
Description           := Apothecaries trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1790
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 25
Cost Organics         := 250
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Apothecaries can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay I
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 150
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay II
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 25
Cost Minerals         := 50
Cost Organics         := 175
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay III
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 35
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay IV
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 225
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sick Bay V
Description           := Medical teams trained to administer treatment to crew subjected to neutron radiation or mental shredding. Can also provide first aid to injured crewmen.
Pic Num               := 1156
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 50
Cost Organics         := 250
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 7209
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Medical personnel can be armed for combat in an emergency (15 boarding defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay I
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay II
Description           := Medical bay which can cure level 2 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5500
Cost Organics         := 11000
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay III
Description           := Medical bay which can cure level 3 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 6000
Cost Organics         := 12000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay IV
Description           := Medical bay which can cure level 4 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 6500
Cost Organics         := 13000
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay V
Description           := Medical bay which can cure level 5 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 7000
Cost Organics         := 14000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune Supplement Pod I
Description           := System which carries immune system supplements which can cure level 1 plagues.
Pic Num               := 1081
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 10000
Cost Organics         := 3000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune Supplement Pod II
Description           := System which carries immune system supplements which can cure level 2 plagues.
Pic Num               := 1081
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 11000
Cost Organics         := 3500
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune Supplement Pod III
Description           := System which carries immune system supplements which can cure level 3 plagues.
Pic Num               := 1081
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 12000
Cost Organics         := 4000
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune Supplement Pod IV
Description           := System which carries immune system supplements which can cure level 4 plagues.
Pic Num               := 1081
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 13000
Cost Organics         := 4500
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune Supplement Pod V
Description           := System which carries immune system supplements which can cure level 5 plagues.
Pic Num               := 1081
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 14000
Cost Organics         := 5000
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Immune System Advancement
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Altar of Healing I
Description           := Altar providing divine healing powers which can cure level 1 plagues.
Pic Num               := 1791
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 3000
Cost Organics         := 10000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Altar of Healing II
Description           := Altar providing divine healing powers which can cure level 2 plagues.
Pic Num               := 1791
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 3500
Cost Organics         := 11000
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Altar of Healing III
Description           := Altar providing divine healing powers which can cure level 3 plagues.
Pic Num               := 1791
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 4000
Cost Organics         := 12000
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Altar of Healing IV
Description           := Altar providing divine healing powers which can cure level 4 plagues.
Pic Num               := 1791
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 4500
Cost Organics         := 13000
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Altar of Healing V
Description           := Altar providing divine healing powers which can cure level 5 plagues.
Pic Num               := 1791
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 14000
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Healing Magic
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay I
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 50
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay II
Description           := Medical bay which can cure level 2 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 50
Cost Minerals         := 5500
Cost Organics         := 11000
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay III
Description           := Medical bay which can cure level 3 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 50
Cost Minerals         := 6000
Cost Organics         := 12000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay IV
Description           := Medical bay which can cure level 4 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 50
Cost Minerals         := 6500
Cost Organics         := 13000
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay V
Description           := Medical bay which can cure level 5 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 50
Cost Minerals         := 7000
Cost Organics         := 14000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Holistic Technology
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-viral Drones I
Description           := Anti-viral drones which can cure level 1 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-virus Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti-viral Drones II
Description           := Anti-viral drones which can cure level 2 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5500
Cost Organics         := 11000
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-virus Technology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti-viral Drones III
Description           := Anti-viral drones which can cure level 3 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 6000
Cost Organics         := 12000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-virus Technology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti-viral Drones IV
Description           := Anti-viral drones which can cure level 4 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 6500
Cost Organics         := 13000
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-virus Technology
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti-viral Drones V
Description           := Anti-viral drones which can cure level 5 plagues.
Pic Num               := 1155
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 7000
Cost Organics         := 14000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-virus Technology
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Research capabilities provide 250 research points per turn.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 12000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 13000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 14000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 15000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 16000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Decentralized Nervous System I
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness.
Pic Num               := 1657
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 1500
Cost Organics         := 12000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Decentralized Nervous System II
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness.
Pic Num               := 1657
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 1500
Cost Organics         := 13000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Decentralized Nervous System III
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness.
Pic Num               := 1657
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 14000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Decentralized Nervous System IV
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness.
Pic Num               := 1657
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 1500
Cost Organics         := 15000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Decentralized Nervous System V
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness.
Pic Num               := 1657
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 16000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Autonomous Construct I
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1798
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Autonomous Construct II
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1798
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 13000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Autonomous Construct III
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1798
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Autonomous Construct IV
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1798
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Autonomous Construct V
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1798
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 16000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 180
Tonnage Structure     := 15
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 160
Tonnage Structure     := 18
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 13000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 17
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 140
Tonnage Structure     := 20
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 120
Tonnage Structure     := 23
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 22
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 16000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Integrated Core I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 12000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Integrated Core II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 13000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Integrated Core III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 14000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Integrated Core IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 15000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Integrated Core V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 16000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 12000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 13000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 14000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 15000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 16000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Decentralized Nervous System I
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1658
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 1500
Cost Organics         := 12000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Decentralized Nervous System II
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1658
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 1500
Cost Organics         := 13000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Decentralized Nervous System III
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1658
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 14000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Decentralized Nervous System IV
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1658
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 1500
Cost Organics         := 15000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Decentralized Nervous System V
Description           := All systems on the ship are capable of minor neurological functions. Only a small overmind is needed to link them together into a functional consciousness. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1658
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 16000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Decentralized Nervous Systems
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Autonomous Construct I
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1792
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Autonomous Construct II
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1792
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 13000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Autonomous Construct III
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1792
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Autonomous Construct IV
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1792
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Autonomous Construct V
Description           := Artificially intelligent autonomous construct that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1792
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 16000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Automotons
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 180
Tonnage Structure     := 15
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 2
Number of Abilities   := 6
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 15
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 160
Tonnage Structure     := 18
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 13000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 3
Number of Abilities   := 6
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 17
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 140
Tonnage Structure     := 20
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 4
Number of Abilities   := 6
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 20
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 120
Tonnage Structure     := 23
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 5
Number of Abilities   := 6
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 22
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 16000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Computers
Tech Level Req 1      := 6
Number of Abilities   := 6
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Integrated Core I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 180
Tonnage Structure     := 30
Cost Minerals         := 12000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Integrated Core II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 160
Tonnage Structure     := 35
Cost Minerals         := 13000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 7
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Integrated Core III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 140
Tonnage Structure     := 40
Cost Minerals         := 14000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 8
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Integrated Core IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 120
Tonnage Structure     := 45
Cost Minerals         := 15000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Extremely difficult to detect by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 9
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Aggressive Integrated Core V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of lesser machines and gain experience from its actions. Specifically designed to act with extra aggression in combat, often with little regard to it's own safety.
Pic Num               := 1659
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 16000
Cost Organics         := 1500
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 410
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := AI Megacomputers
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Cannot be detected by telepathic means.
Ability 2 Val 1       := Psychic
Ability 2 Val 2       := 12
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Ruthless aggression gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Recklessness gives a 10% defense penalty in combat (only 1 component per ship effective).
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Swashbucklers
Description           := Space pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 9100
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties I
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist space marines for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 900
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist space marines for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (10 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties II
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (14 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (16 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist space marines for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (17 total boarding defense).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist space marines for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (19 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties III
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (21 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (24 total boarding defense).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist space marines for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (25 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1100
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist space marines for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (29 total boarding defense).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties IV
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (28 total boarding defense).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (32 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist space marines for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (34 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist space marines for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (38 total boarding defense).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties V
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (35 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (40 total boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 metabolist space marines for boarding combat combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (42 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1300
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 45 metabolist space marines for boarding combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (48 total boarding defense).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Swashbucklers.
Description           := Pirate spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 9100
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 infestation spores for boarding combat (5 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Spores I
Description           := Spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 infestation spores for boarding combat (5 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Ship Infestation Spores I
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 1
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 infestation spores for boarding combat (5 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Ship Infestation Spores I
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist infestation spores for boarding combat (6 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Ship Infestation Spores I
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 900
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist infestation spores for boarding combat (6 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (10 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Spores II
Description           := Spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 infestation spores for boarding combat (10 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (14 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Ship Infestation Spores II
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 2
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 infestation spores for boarding combat (10 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (16 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Ship Infestation Spores II
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist infestation spores for boarding combat (12 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (17 total boarding defense).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Ship Infestation Spores II
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist infestation spores for boarding combat (12 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (19 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Spores III
Description           := Spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 infestation spores for boarding combat (15 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (21 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Ship Infestation Spores III
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 3
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 infestation spores for boarding combat (15 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (24 total boarding defense).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Ship Infestation Spores III
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist infestation spores for boarding combat (18 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (25 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Ship Infestation Spores III
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1100
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist infestation spores for boarding combat (18 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (29 total boarding defense).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Spores IV
Description           := Spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 infestation spores for boarding combat (20 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (28 total boarding defense).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Ship Infestation Spores IV
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 4
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 infestation spores for boarding combat (20 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (32 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Ship Infestation Spores IV
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist infestation spores for boarding combat (24 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (34 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Ship Infestation Spores IV
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist infestation spores for boarding combat (24 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (38 total boarding defense).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ship Infestation Spores V
Description           := Spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 infestation spores for boarding combat (25 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (35 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Ship Infestation Spores V
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 5
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 infestation spores for boarding combat (25 boarding strength). All infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (40 total boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Ship Infestation Spores V
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 metabolist infestation spores for boarding combat (30 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Infestation spores are 40% more effective when defending their home ship (42 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Ship Infestation Spores V
Description           := Psionic spores used to take over an enemy ship. Infestation spores can only capture ships which have no shields remaining.
Pic Num               := 1085
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1300
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 metabolist infestation spores for boarding combat (30 boarding strength). All metabolist infestation spores on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist infestation spores are 60% more effective when defending their home ship (48 total boarding defense).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Swashbucklers
Description           := Pirates trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 9100
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 raiders for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Raiding Parties I
Description           := Raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 raiders for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Raiding Parties I
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 raiders for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Raiding Parties I
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist raiders for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Raiding Parties I
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 900
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 9 psionic raiders for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (10 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Raiding Parties II
Description           := Raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 raiders for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (14 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Raiding Parties II
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 raiders for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (16 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Raiding Parties II
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist raiders for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (17 total boarding defense).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Raiding Parties II
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 18 psionic raiders for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (19 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Raiding Parties III
Description           := Raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 raiders for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (21 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Raiding Parties III
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 raiders for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (24 total boarding defense).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Raiding Parties III
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist raiders for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (25 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Raiding Parties III
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1100
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 27 psionic raiders for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (29 total boarding defense).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Raiding Parties IV
Description           := Raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 raiders for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (28 total boarding defense).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Raiding Parties IV
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 raiders for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (32 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Raiding Parties IV
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist raiders for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (34 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Raiding Parties IV
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 psionic raiders for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (38 total boarding defense).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Raiding Parties V
Description           := Raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 raiders for boarding combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (35 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Raiding Parties V
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 raiders for boarding combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (40 total boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Raiding Parties V
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 metabolist raiders for boarding combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Raiding parties are 40% more effective when defending their home ship (42 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Raiding Parties V
Description           := Psionic raiders trained in boarding enemy spelljammers and taking them over. Raiding parties can only capture spelljammers which have no shields remaining.
Pic Num               := 1738
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1300
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 45 psionic raiders for boarding combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist raiding parties are 60% more effective when defending their home ship (48 total boarding defense).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Swashbucklers
Description           := Space pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 9100
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties I
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (8 total boarding defense).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist space marines for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (7 total boarding defense).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties I
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 900
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 1
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 metabolist space marines for boarding combat (6 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (10 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties II
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (14 total boarding defense).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (16 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist space marines for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (17 total boarding defense).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties II
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 2
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 2
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 24 metabolist space marines for boarding combat (12 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (19 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties III
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (21 total boarding defense).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (24 total boarding defense).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist space marines for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (25 total boarding defense).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties III
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 1100
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 3
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 36 metabolist space marines for boarding combat (18 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (29 total boarding defense).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties IV
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (28 total boarding defense).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (32 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist space marines for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (34 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties IV
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 4
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 4
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 48 metabolist space marines for boarding combat (24 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (38 total boarding defense).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties V
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (35 total boarding defense).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metacreationist Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1218
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Metacreation
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (40 total boarding defense).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Metabolist Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1226
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 metabolist space marines for boarding combat combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Marines are 40% more effective when defending their home ship (42 total boarding defense).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psionic Boarding Parties V
Description           := Psionic space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1224
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 1300
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Psychometabolism
Tech Level Req 2      := 5
Tech Area Req 3       := Metacreation
Tech Level Req 3      := 5
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 45 metabolist space marines for boarding combat (30 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Metacreationist marines are 60% more effective when defending their home ship (48 total boarding defense).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Swashbuckler Drones
Description           := Space pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 9100
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Drones I
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (5 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Drones II
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 900
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (10 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Drones III
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (15 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Drones IV
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 1100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (20 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Drones V
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 1230
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat combat (25 boarding strength). All boarding parties on the ship can be used for attack or defense.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station I
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 security personnel (20 boarding defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station II
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 225
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 90 security personnel (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station III
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 heavily armed security personnel (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station IV
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 800
Cost Organics         := 275
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 heavily armed security personnel (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station V
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 900
Cost Organics         := 300
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 elite security personnel (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith I
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 fanatical security personnel (25 boarding defense).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith II
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 225
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 90 security personnel (35 boarding defense).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith III
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 heavily armed fanatical security personnel (45 boarding defense).
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith  IV
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 800
Cost Organics         := 275
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 heavily armed fanatical security personnel (55 boarding defense).
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith V
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 900
Cost Organics         := 300
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 elite fanatical security personnel (65 boarding defense).
Ability 1 Val 1       := 65
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Immune System I
Description           := Defensive cells designed to protect the ship from offensive infestations.
Pic Num               := 305
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 40 immune cells to fight off harmful entities (20 boarding defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Immune System II
Description           := Defensive cells designed to protect the ship from offensive infestations.
Pic Num               := 305
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 225
Cost Organics         := 600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 50 immune cells to fight off harmful entities (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Immune System III
Description           := Defensive cells designed to protect the ship from offensive infestations.
Pic Num               := 305
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 700
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 80 immune cells to fight off harmful entities (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Immune System IV
Description           := Defensive cells designed to protect the ship from offensive infestations.
Pic Num               := 305
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 275
Cost Organics         := 800
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 90 immune cells to fight off harmful entities (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Immune System V
Description           := Defensive cells designed to protect the ship from offensive infestations.
Pic Num               := 305
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 900
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Infestation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 120 immune cells to fight off harmful entities (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Contingency I
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties.
Pic Num               := 1727
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 20 anti-personnel spells to use on attacking raiders (20 boarding defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Contingency II
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties.
Pic Num               := 1727
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 325
Cost Organics         := 125
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 30 anti-personnel spells to use on attacking raiders (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Contingency III
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties.
Pic Num               := 1727
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 150
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 40 anti-personnel spells to use on attacking raiders (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Contingency IV
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties.
Pic Num               := 1727
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 275
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 50 anti-personnel spells to use on attacking raiders (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Contingency V
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties.
Pic Num               := 1727
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 200
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 60 anti-personnel spells to use on attacking raiders (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Mirage Arcana I
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties, aided by powerful illusory magic.
Pic Num               := 1728
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Mirage Arcana
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 30 anti-personnel spells to use on attacking raiders (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Mirage Arcana II
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties, aided by powerful illusory magic.
Pic Num               := 1728
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 325
Cost Organics         := 125
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Mirage Arcana
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 40 anti-personnel spells to use on attacking raiders (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Mirage Arcana III
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties, aided by powerful illusory magic.
Pic Num               := 1728
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 150
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Mirage Arcana
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 50 anti-personnel spells to use on attacking raiders (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Mirage Arcana IV
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties, aided by powerful illusory magic.
Pic Num               := 1728
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 275
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Mirage Arcana
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 60 anti-personnel spells to use on attacking raiders (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph of Mirage Arcana V
Description           := Defensive spells designed to prevent spelljammer capture by raiding parties, aided by powerful illusory magic.
Pic Num               := 1728
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 200
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Mirage Arcana
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 70 anti-personnel spells to use on attacking raiders (70 boarding defense).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station I
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 security personnel (20 boarding defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station II
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 600
Cost Organics         := 225
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 90 security personnel (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station III
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 700
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 heavily armed security personnel (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station IV
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 275
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 heavily armed security personnel (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station V
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 900
Cost Organics         := 300
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 elite security personnel (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith I
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 fanatical security personnel (25 boarding defense).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith II
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 600
Cost Organics         := 225
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 90 security personnel (35 boarding defense).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith III
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 700
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 heavily armed fanatical security personnel (45 boarding defense).
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith  IV
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 275
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 heavily armed fanatical security personnel (55 boarding defense).
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Keepers of the Faith V
Description           := Defensive installations designed to prevent ship capture by boarding parties that are manned by religious fanatics.
Pic Num               := 1225
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 900
Cost Organics         := 300
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 elite fanatical security personnel (65 boarding defense).
Ability 1 Val 1       := 65
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Security Station I
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 security personnel (20 boarding defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station II
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 225
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 90 security personnel (30 boarding defense).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station III
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 60 heavily armed security personnel (40 boarding defense).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station IV
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 800
Cost Organics         := 275
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 heavily armed security personnel (50 boarding defense).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station V
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 1231
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 900
Cost Organics         := 300
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides equipment and accommodations for 100 elite security personnel (60 boarding defense).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Drones I
Description           := Small, self-guided drones which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 25
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 automated attack drones. Can be used for boarding defense or attack (1 boarding strength).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Drones II
Description           := Small, self-guided drones which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 25
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Computers
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 automated attack drones. Can be used for boarding defense or attack (2 boarding strength).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Drones III
Description           := Small, self-guided drones which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 25
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 automated attack drones. Can be used for boarding defense or attack (3 boarding strength).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Drones are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Homunculi I
Description           := Small, sentient homunculi which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Automotons
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 sentient attack homunculi. Can be used for boarding defense or attack (1 boarding strength).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Homunculi are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Homunculi II
Description           := Small, sentient homunculi which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Automotons
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 sentient attack homunculi. Can be used for boarding defense or attack (2 boarding strength).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Homunculi are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hunter-Killer Homunculi III
Description           := Small, sentient homunculi which seek out and attack enemy soldiers.
Pic Num               := 116
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Ship Capture
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spelljammer Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Automotons
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 sentient attack homunculi. Can be used for boarding defense or attack (3 boarding strength).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Homunculi are immune to mental and toxic attack.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 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       := 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       := 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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber I
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber I (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber II
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber II (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 facility per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber III
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber III (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber IV
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber IV (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 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       := 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       := 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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber V
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber V (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle I
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 250 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle I (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 313 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle II
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 300 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle II (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 375 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle III
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 350 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle III (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 440 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle IV
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 400 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle IV (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 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       := 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       := 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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle V
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 450 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle V (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 560 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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       := Can fabricate 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       := Can fabricate 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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 25
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 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       := 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       := 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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Pirate Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Resource Reclamation
Ability 5 Descr       := Items scrapped in this sector will reclaim 95% of their original resource value (only 1 component per sector effective).
Ability 5 Val 1       := 95
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Small Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Space Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber I
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber I (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber II
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber II (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber III
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber III (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber IV
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber IV (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Small Growth Chamber V
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Growth Chamber V (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle I
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 250 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle I (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 313 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle II
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 300 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle II (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 375 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle III
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 350 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle III (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 440 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle IV
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 400 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle IV (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Small Summoning Circle V
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 450 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Summoning Circle V (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 560 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1800
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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       := Can fabricate 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       := Can fabricate 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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Binding Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 25
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 25
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 313 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 313
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 313 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 313
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 313 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 313
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 350 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 350
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 440
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Small Manufacturing Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Manufacturing Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Nomadic Race
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 560 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 560
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 560 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 560
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 560 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 560
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 890 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 890
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 890 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 890
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 890 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 890
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1113 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1113
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1113 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1113
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1113 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1113
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Space Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber I
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber I (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 1000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Growth Chamber II
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber II (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 1500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Growth Chamber III
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber III (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2000
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber IV
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 890 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 890
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 890 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 890
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 890 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 890
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber IV (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 1113 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1113
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 1113 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1113
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 1113 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1113
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber V
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Growth Chamber V (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 2500
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle I
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 400 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle I (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Summoning Circle II
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 600 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle II (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Summoning Circle III
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 800 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle III (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle IV
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 890 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 890
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 890 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 890
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 890 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 890
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle IV (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 1113 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1113
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 1113 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1113
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 1113 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1113
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle V
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Summoning Circle V (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1799
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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       := Can fabricate 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       := Can fabricate 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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 600
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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       := Can fabricate 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       := Can fabricate 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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 890 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 890
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 890 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 890
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 890 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 890
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 1113 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1113
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 1113 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1113
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 1113 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1113
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Binding Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 2500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 50
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Manufacturing Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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       := 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       := 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
Weapon Type           := None

Name                  := Mobile Manufacturing Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 890 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 890
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 890 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 890
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 890 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 890
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2250
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1113 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1113
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1113 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1113
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1113 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1113
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Manufacturing Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2500
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7208
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Tech Area Req 3       := Mobile Industrialists
Tech Level Req 3      := 1
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct 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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2225 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2225
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2225 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2225
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2225 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2225
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2893 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2893
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2893 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2893
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2893 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2893
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Space Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber I
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber I (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 1300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 1300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 1300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber II
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 3000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber II (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 3000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber III
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 4000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber III (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 4000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 2600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 2600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 2600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber IV
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 4500
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 2225 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2225
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 2225 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2225
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 2225 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2225
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber IV (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 4500
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 2893 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2893
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 2893 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2893
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 2893 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2893
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber V
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 5000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Growth Chamber V (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 5000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 3250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 3250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 3250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle I
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle I (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 1300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 1300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 1300 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle II
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle II (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 1950 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle III
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle III (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 2600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 2600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 2600 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle IV
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 4500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 2225 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2225
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 2225 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2225
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 2225 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2225
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle IV (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 4500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 2893 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2893
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 2893 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2893
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 2893 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2893
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle V
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Summoning Circle V (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 3250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 3250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 3250 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 1300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 1300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 1300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1300
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 2600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 2600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 2600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 4500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 2225 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2225
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 2225 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2225
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 2225 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2225
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 4500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 2893 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2893
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 2893 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2893
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 2893 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2893
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Binding Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 3250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 3250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 3250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2600 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2600
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2600 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2600
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2225 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2225
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2225 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2225
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2225 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2225
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2893 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2893
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2893 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2893
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2893 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2893
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ship Manufacturing Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2925 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2925
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2925 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2925
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2925 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2925
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct 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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3338 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3338
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3338 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3338
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3338 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3338
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 4339 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4339
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 4339 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4339
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 4339 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4339
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Space Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Space Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 4875 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4875
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 4875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 4875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber I
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 3000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber I (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 3000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber II
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 2250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 2250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 2250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber II (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 2925 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2925
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 2925 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2925
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 2925 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2925
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber III
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 5000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber III (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 5000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 3900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 3900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 3900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber IV
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 5500
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 3338 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3338
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 3338 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3338
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 3338 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3338
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber IV (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 5500
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 4339 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4339
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 4339 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4339
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 4339 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4339
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber V
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 6000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Growth Chamber V (0-G)
Description           := Ship growth component which can incubate one ship at a time.
Pic Num               := 1591
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 6000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Growth Chambers
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can incubate at a rate of 4875 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4875
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can incubate at a rate of 4875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can incubate at a rate of 4875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle I
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle I (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 1950 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle II
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 4000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 2250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 2250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 2250 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle II (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 4000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 2925 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2925
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 2925 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2925
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 2925 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2925
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle III
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle III (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 3900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 3900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 3900 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle IV
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 5500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 3338 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3338
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 3338 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3338
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 3338 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3338
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle IV (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 5500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 4339 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4339
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 4339 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4339
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 4339 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4339
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle V
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 6000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Summoning Circle V (0-G)
Description           := Spelljammer conjuration component which can conjure one spelljammer at a time.
Pic Num               := 1800
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 6000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Summoning Circles
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can conjure at a rate of 4875 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4875
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can conjure at a rate of 4875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can conjure at a rate of 4875 mana per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 3000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 3000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 4000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 2250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 2250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 2250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2250
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 4000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 2925 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2925
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 2925 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2925
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 2925 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2925
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        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 3900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 3900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 3900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 5500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 3338 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3338
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 3338 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3338
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 3338 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3338
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 5500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 4339 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4339
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 4339 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4339
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 4339 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4339
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 6000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate 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 fabricate 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 fabricate 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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Binding Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 6000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Binding Yards
Tech Level Req 2      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can fabricate at a rate of 4875 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4875
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can fabricate at a rate of 4875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can fabricate at a rate of 4875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
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 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard I (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 1950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 1950 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1950
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 1950 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1950
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard II (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 2925 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2925
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 2925 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2925
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 2925 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2925
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
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 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard III (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 3338 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3338
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 3338 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3338
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 3338 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3338
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard IV (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 4339 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4339
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 4339 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4339
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 4339 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4339
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 0
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
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 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Base Manufacturing Yard V (0-G)
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1674
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 7215
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Gravity Engineers
Tech Level Req 1      := 1
Tech Area Req 2       := Manufacturing Yards
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct at a rate of 4875 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4875
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct at a rate of 4875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct at a rate of 4875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Repair Drone
Description           := Small automated drone can repair other ships in space.
Pic Num               := 657
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Repair
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 components per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay I
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay II
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay III
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Drone
Description           := Small automated drone can repair other ships in space.
Pic Num               := 1601
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Repair
Tech Level Req 1      := 3
Tech Area Req 2       := Decentralized Nervous Systems
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 components per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Repair System I
Description           := Organ that releases specially modified viruses to deliver new genetic instructions to repair damaged cells in a bioship.
Pic Num               := 1599
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Repair
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Repair System II
Description           := Organ that releases specially modified viruses to deliver new genetic instructions to repair damaged cells in a bioship.
Pic Num               := 1599
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Repair
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Repair System III
Description           := Organ that releases specially modified viruses to deliver new genetic instructions to repair damaged cells in a bioship.
Pic Num               := 1599
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Repair
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Homunculus
Description           := Small homunculus which can repair spelljammers in space.
Pic Num               := 1801
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Reformation
Tech Level Req 1      := 3
Tech Area Req 2       := Automotons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 components per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Reformation Node I
Description           := Spell module which can repair other spelljammers in the astral plane.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 10
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reformation
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Reformation Node II
Description           := Spell module which can repair other spelljammers in the astral plane.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 10
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reformation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Reformation Node III
Description           := Spell module which can repair other spelljammers in the astral plane.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 30
Cost Organics         := 10
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reformation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Drone
Description           := Small automated drone can rebind other ships in space.
Pic Num               := 657
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebinding
Tech Level Req 1      := 3
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 components per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay I
Description           := Component which can rebind other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 75
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rebinding
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 75
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay II
Description           := Component which can rebind other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 75
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rebinding
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 75
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay III
Description           := Component which can rebind other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 75
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rebinding
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 75
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Drone
Description           := Small automated drone can repair other ships in space.
Pic Num               := 657
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Repair
Tech Level Req 1      := 3
Tech Area Req 2       := AI Megacomputers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 components per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay I
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Repair
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay II
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Repair
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay III
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Repair
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine I
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine II
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine III
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine I (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine II (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine III (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive I
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 800 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Hyperdrive II
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 600 kT.)
Pic Num               := 687
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Hyperdrive III
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 450 kT.)
Pic Num               := 692
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 4 bonus movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Solar Sail I
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail II
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail III
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail IV
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail V
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail VI
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Afterburners I
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Afterburners II
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Afterburners III
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Afterburners IV
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 4 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Maneuvering Thrusters I
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Maneuvering Thrusters II
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 0
Cost Radioactives     := 470
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Maneuvering Thrusters III
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 440
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Maneuvering Thrusters IV
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 0
Cost Radioactives     := 410
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine I
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine II
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine III
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine I
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine II
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine III
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine I
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine II
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine III
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine I
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine II
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine III
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine I
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine II
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine III
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine I
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine II
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine III
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine I
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine II
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine III
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor I
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor II
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor III
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine I (PE)
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine II (PE)
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Engine III (PE)
Description           := Propulsion organ making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 1484
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine I (PE)
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine II (PE)
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Engine III (PE)
Description           := Propulsion organ making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 1490
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine I (PE)
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine II (PE)
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Engine III (PE)
Description           := Propulsion organ that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 1481
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine I (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine II (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Particle Impulse Engine III (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 1487
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine I (PE)
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine II (PE)
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti - Matter Engine III (PE)
Description           := Advanced propulsion organ using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 1488
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine I (PE)
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine II (PE)
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Induction Engine III (PE)
Description           := Propulsion organ that uses artificial gravity to generate thrust.
Pic Num               := 1541
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine I (PE)
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine II (PE)
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Inertial Flux Engine III (PE)
Description           := Advanced propulsion organ that uses gravitational forces to generate thrust.
Pic Num               := 1547
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor I (PE)
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor II (PE)
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Spatial Compressor III (PE)
Description           := Advanced propulsion organ that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 1548
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Hyperdrive I
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 800 kT.)
Pic Num               := 1549
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Organic Hyperdrive II
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 600 kT.)
Pic Num               := 1549
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement point.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Organic Hyperdrive III
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 450 kT.)
Pic Num               := 1549
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 1400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 4 bonus movement point.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Solar Sail I
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail II
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail III
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail IV
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail V
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail VI
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Afterburners I
Description           := Provides additional movement for a swarmer during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Swarmers
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Afterburners II
Description           := Provides additional movement for a swarmer during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Swarmers
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti-Matter Afterburners III
Description           := Provides additional movement for a swarmer during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Swarmers
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Gravitic Afterburners IV
Description           := Provides additional movement for a swarmer during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Swarmers
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 4 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Maneuvering Thrusters I
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Ion Maneuvering Thrusters II
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 190
Cost Radioactives     := 470
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti-Matter Maneuvering Thrusters III
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 180
Cost Radioactives     := 440
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Gravitic Maneuvering Thrusters IV
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 170
Cost Radioactives     := 410
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection I
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection II
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection III
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection I
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection II
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection III
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell I
Description           := Small magical device which summons five astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 95
Cost Organics         := 0
Cost Radioactives     := 95
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell II
Description           := Small magical device which summons six astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell III
Description           := Small magical device which summons seven astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell IV
Description           := Small magical device which summons eight astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 105
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell V
Description           := Small magical device which summons nine astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell VI
Description           := Small magical device which summons ten astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 95
Cost Organics         := 0
Cost Radioactives     := 95
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell I
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 115
Cost Organics         := 0
Cost Radioactives     := 115
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell II
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell III
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 105
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation I
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation II
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation III
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 115
Cost Organics         := 0
Cost Radioactives     := 115
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune I
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 135
Cost Organics         := 0
Cost Radioactives     := 135
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune II
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune III
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection I (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection II (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Basic Astral Projection III (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection I (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection II (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Astral Projection III (PE)
Description           := Basic magical device which allows the spelljammer to be in and move through the astral plane.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell I (PE)
Description           := Small magical device which summons five astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 95
Cost Organics         := 0
Cost Radioactives     := 95
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell II (PE)
Description           := Small magical device which summons six astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell III (PE)
Description           := Small magical device which summons seven astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell IV (PE)
Description           := Small magical device which summons eight astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 105
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell V (PE)
Description           := Small magical device which summons nine astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Summon Horses Spell VI (PE)
Description           := Small magical device which summons ten astral horses to move the spelljammer through the astral plane.
Pic Num               := 1802
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 95
Cost Organics         := 0
Cost Radioactives     := 95
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell I (PE)
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 115
Cost Organics         := 0
Cost Radioactives     := 115
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell II (PE)
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Spell III (PE)
Description           := Small magical device which allows improved movement through the astral plane.
Pic Num               := 1816
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 105
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation I (PE)
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation II (PE)
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Teleportation III (PE)
Description           := Arcane-forged staff which infuses the spelljammer with the ability to move through the astral plane via minor teleportation.
Pic Num               := 1803
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 115
Cost Organics         := 0
Cost Radioactives     := 115
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune I (PE)
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 135
Cost Organics         := 0
Cost Radioactives     := 135
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune II (PE)
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Rune III (PE)
Description           := Arcane inscribed rune that moves the spelljammer through the astral plane by the captain's wish.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rune of Free Astral Movement I
Description           := Masterpiece-scribed rune allowing full freedom of movement through the astral plane. (Only effective on ships of at least 800 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Rune of Free Astral Movement II
Description           := Masterpiece-scribed rune allowing full freedom of movement through the astral plane. (Only effective on ships of at least 600 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 725
Cost Organics         := 0
Cost Radioactives     := 725
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Rune of Free Astral Movement III
Description           := Masterpiece-scribed rune allowing full freedom of movement through the astral plane. (Only effective on ships of at least 450 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 4 bonus movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Astral Sail I
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 60
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Sail II
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Sail III
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 70
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Sail IV
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 50
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Sail V
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 80
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Sail VI
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 1804
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 60
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Haste I
Description           := Provides additional movement for an astral monster during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 11
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 6
Tech Area Req 2       := Astral Monster Summoning
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Haste II
Description           := Provides additional movement for an astral monster during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 11
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Astral Monster Summoning
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Haste III
Description           := Provides additional movement for an astral monster during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 11
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 3
Tech Area Req 2       := Astral Monster Summoning
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Haste IV
Description           := Provides additional movement for an astral monster during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 11
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 3
Tech Area Req 2       := Astral Monster Summoning
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 4 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Astral Base Projection  I
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Summon Giant Horses Spell II
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 330
Cost Organics         := 0
Cost Radioactives     := 330
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Base Displacement Spell III
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 310
Cost Organics         := 0
Cost Radioactives     := 310
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Staff of Base Teleportation IV
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 290
Cost Organics         := 0
Cost Radioactives     := 290
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine I
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine II
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine III
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine I (PE)
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine II (PE)
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine III (PE)
Description           := Advanced engine using plasma reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 5
Number of Abilities   := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive I
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 800 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive II
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 600 kT.)
Pic Num               := 687
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive III
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 450 kT.)
Pic Num               := 692
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 4 bonus movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 1
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail I
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail II
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail III
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail IV
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail V
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail VI
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Afterburners I
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Levincraft
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Afterburners II
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Levincraft
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Afterburners III
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Levincraft
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Afterburners IV
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Levincraft
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 4 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Maneuvering Thrusters I
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ion Maneuvering Thrusters II
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 190
Cost Organics         := 0
Cost Radioactives     := 470
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Maneuvering Thrusters III
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 440
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photon Maneuvering Thrusters IV
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 170
Cost Organics         := 0
Cost Radioactives     := 410
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 698
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 4 percent penalty to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 699
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard movement.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 2 percent penalty to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 703
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Standard maneuverability provides a 0 percent penalty to defense.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 704
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 2 percent bonus to defense.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine I
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine II
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine III
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 4 percent bonus to defense.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 708
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 6 percent bonus to defense.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 709
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 8 percent bonus to defense.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 714
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 10 percent bonus to defense.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine I (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine II (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Engine III (PE)
Description           := Standard engine making use of the nuclear fission of dense atoms (uranium, plutonium, etc.) to generate thrust for the ship.
Pic Num               := 700
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 3 percent penalty to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine I (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine II (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Engine III (PE)
Description           := Standard engine making use of the nuclear fusion of hydrogen atoms to generate thrust for the ship.
Pic Num               := 701
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard movement.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability provides a 1 percent penalty to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III (PE)
Description           := Standard engine that breaks down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. Very fuel efficient.
Pic Num               := 705
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 1 percent bonus to defense.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine I (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine II (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Particle Impulse Engine III (PE)
Description           := Improved version of the Ion Engine that uses magnetic fields to produce a constant stream of high-energy particles to generate thrust. Very fuel efficient.
Pic Num               := 706
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 3 percent bonus to defense.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine I (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine II (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Matter Engine III (PE)
Description           := Advanced engine using Matter/Anti-Matter reactions to generate thrust.
Pic Num               := 682
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 5 percent bonus to defense.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine I (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine II (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 190
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Induction Engine III (PE)
Description           := Standard engine that uses artificial gravity to generate thrust.
Pic Num               := 710
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 7 percent bonus to defense.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine I (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine II (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Flux Engine III (PE)
Description           := Advanced engine that uses gravitational forces to generate thrust.
Pic Num               := 711
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides a 9 percent bonus to defense.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 700 units of supply.
Ability 3 Val 1       := 700
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor I (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor II (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 230
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spatial Compressor III (PE)
Description           := Advanced engine that surrounds the ship in a field that "folds" or "wrinkles" the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting 1000s of times per second.
Pic Num               := 715
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion Experts
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Maneuverability provides an 11 percent bonus to defense.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive I
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 800 kT.)
Pic Num               := 677
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Hyperdrive II
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 600 kT.)
Pic Num               := 687
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Hyperdrive III
Description           := Drive that creates a tiny, folded hyperspace bubble in which the energy from a typical matter/anti-matter reaction is collimated and multiplied. (Only effective on ships of at least 450 kT.)
Pic Num               := 692
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 4 bonus movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Solar Sail I
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail II
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail III
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail IV
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail V
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail VI
Description           := Uses solar winds to generate movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Large surface area and completely external location make the sail an easy target.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Afterburners I
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Afterburners II
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Afterburners III
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Afterburners IV
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 4 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Maneuvering Thrusters I
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Maneuvering Thrusters II
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 0
Cost Radioactives     := 470
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Maneuvering Thrusters III
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 440
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Maneuvering Thrusters IV
Description           := Provides movement for a base during combat.
Pic Num               := 188
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 0
Cost Radioactives     := 410
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7207
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement point during combat (only 1 component per base effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 400 units of supply.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 55
Cost Organics         := 0
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 450 units of supply.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 550 units of supply.
Ability 1 Val 1       := 550
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 600 units of supply.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 700 units of supply.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 750 units of supply.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1509
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 400 units of supply.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1503
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 55
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 450 units of supply.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1506
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 60
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1500
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 65
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 550 units of supply.
Ability 1 Val 1       := 550
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1501
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 600 units of supply.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Mass Reactor
Description           := Non-baryonic dark can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1510
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1504
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 700 units of supply.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1505
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 85
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 750 units of supply.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Organic Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1502
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator I
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1805
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 25
Cost Organics         := 25
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 400 units of supply.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator II
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1806
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 27
Cost Organics         := 28
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 450 units of supply.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator III
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1807
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 30
Cost Radioactives     := 60
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator IV
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1808
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 32
Cost Organics         := 33
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 550 units of supply.
Ability 1 Val 1       := 550
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator V
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1809
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 35
Cost Organics         := 35
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 600 units of supply.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator VI
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1810
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 37
Cost Organics         := 38
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator VII
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1811
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 40
Cost Organics         := 40
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 4
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 700 units of supply.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator VIII
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1812
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 42
Cost Organics         := 43
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 750 units of supply.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mana Shard Generator IX
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1813
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 45
Cost Organics         := 45
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 4
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 400 units of supply.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 55
Cost Organics         := 0
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 450 units of supply.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 550 units of supply.
Ability 1 Val 1       := 550
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 600 units of supply.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 700 units of supply.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 750 units of supply.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 400 units of supply.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 55
Cost Organics         := 0
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 450 units of supply.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 550 units of supply.
Ability 1 Val 1       := 550
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 600 units of supply.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 700 units of supply.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 750 units of supply.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := All
Vechicle List Type Override := Ship, Fighter, Drone
Vehicle List Type Description := Ship\Fighter\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := AI Tag 04
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4400 units of supply.
Ability 1 Val 1       := 4400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4950 units of supply.
Ability 1 Val 1       := 4950
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6000 units of supply.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6050 units of supply.
Ability 1 Val 1       := 6050
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6600 units of supply.
Ability 1 Val 1       := 6600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7150 units of supply.
Ability 1 Val 1       := 7150
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7700 units of supply.
Ability 1 Val 1       := 7700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8250 units of supply.
Ability 1 Val 1       := 8250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8800 units of supply.
Ability 1 Val 1       := 8800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1509
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4400 units of supply.
Ability 1 Val 1       := 4400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1503
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 550
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4950 units of supply.
Ability 1 Val 1       := 4950
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1506
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 5500 units of supply.
Ability 1 Val 1       := 5500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1500
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 650
Cost Radioactives     := 650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6050 units of supply.
Ability 1 Val 1       := 6050
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1501
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 700
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6600 units of supply.
Ability 1 Val 1       := 6600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Mass Reactor
Description           := Non-baryonic dark can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1510
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 750
Cost Radioactives     := 750
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7150 units of supply.
Ability 1 Val 1       := 7150
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1504
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7700 units of supply.
Ability 1 Val 1       := 7700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1505
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 850
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8250 units of supply.
Ability 1 Val 1       := 8250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Organic Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1502
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bio-Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8800 units of supply.
Ability 1 Val 1       := 8800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator I
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1805
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 250
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4400 units of supply.
Ability 1 Val 1       := 4400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator II
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1806
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 275
Cost Organics         := 275
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4950 units of supply.
Ability 1 Val 1       := 4950
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator III
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1807
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 300
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Projection
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 5500 units of supply.
Ability 1 Val 1       := 5500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator IV
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1808
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 325
Cost Organics         := 325
Cost Radioactives     := 650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6050 units of supply.
Ability 1 Val 1       := 6050
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator V
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1809
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 350
Cost Organics         := 350
Cost Radioactives     := 700
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Displacement
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6600 units of supply.
Ability 1 Val 1       := 6600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator VI
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1810
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 375
Cost Organics         := 375
Cost Radioactives     := 750
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7350 units of supply.
Ability 1 Val 1       := 7350
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator VII
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1811
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spell of Teleportation
Tech Level Req 1      := 4
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7700 units of supply.
Ability 1 Val 1       := 7700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator VIII
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1812
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 425
Cost Organics         := 425
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8250 units of supply.
Ability 1 Val 1       := 8250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mana Shard Generator IX
Description           := A mana shard generator extracts energy from mana crystals.
Pic Num               := 1813
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 450
Cost Radioactives     := 900
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astral Runes
Tech Level Req 1      := 4
Tech Area Req 2       := Magical Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8800 units of supply.
Ability 1 Val 1       := 8800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average spelljammer designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4400 units of supply.
Ability 1 Val 1       := 4400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4950 units of supply.
Ability 1 Val 1       := 4950
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nuclear Impulsion
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6000 units of supply.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6050 units of supply.
Ability 1 Val 1       := 6050
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6600 units of supply.
Ability 1 Val 1       := 6600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7150 units of supply.
Ability 1 Val 1       := 7150
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Photon Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7700 units of supply.
Ability 1 Val 1       := 7700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8250 units of supply.
Ability 1 Val 1       := 8250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Impulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Resupply
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8800 units of supply.
Ability 1 Val 1       := 8800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Phased Shield Generation
Ability 4 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fission Generator
Description           := A fission generator extracts energy from a controlled chain reaction of uranium or plutonium.
Pic Num               := 1665
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4400 units of supply.
Ability 1 Val 1       := 4400
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Fusion Generator
Description           := A fusion generator harnesses the power of nuclear fusion to create shipboard power. A containment device bottles the reaction in magnetic fields, since the generators core burns at temperatures as hot as the surface of a star.
Pic Num               := 1666
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 4950 units of supply.
Ability 1 Val 1       := 4950
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Grav-Fusion Cell
Description           := The grav-fusion cell employs artificial gravity fields to contain and enhance the performance of a fusion reaction.
Pic Num               := 1667
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Nuclear Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6000 units of supply.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tachyon Collider
Description           := Tachyons are particles that move faster than the speed of light. The tachyon collider slows these particles and harnesses their energy.
Pic Num               := 1668
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6050 units of supply.
Ability 1 Val 1       := 6050
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Anti-Matter Reactor
Description           := The anti-matter reactor annihilates particles of anti-matter to create vast amounts of power. It requires some very careful containment procedures, and a significant portion of the generators output must be devoted to maintaining the magnetic fields that insulate its fuel source from its surroundings.
Pic Num               := 1669
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Anti-Matter Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 6600 units of supply.
Ability 1 Val 1       := 6600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Mass Reactor
Description           := Non-baryonic dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to normal matter. The mass reactor harnesses this fantastic energy.
Pic Num               := 1670
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7150 units of supply.
Ability 1 Val 1       := 7150
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Dynamic Mass Reactor
Description           := Basically a refinement of the mass reactor, the dynamic mass reactor accelerates the decay process, releasing more energy than its predecessor. Its also a smaller and safer installation.
Pic Num               := 1671
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Gravitic Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 7700 units of supply.
Ability 1 Val 1       := 7700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Matter Converter
Description           := This device produces energy through the total conversion of matter. Literally anything can be used as fuel.
Pic Num               := 1672
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 850
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8250 units of supply.
Ability 1 Val 1       := 8250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Quantum Cell
Description           := Harnessing the Holy Grail of energy sourcesthe quantum fluctuation or zero-point energy observed in vacuumthe quantum cell produces an enormous amount of energy from no fuel source at all.
Pic Num               := 1673
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7204
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Hyper Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Resupply
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 8800 units of supply.
Ability 1 Val 1       := 8800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Warrior Spirit Binding I
Description           := Magic binding the spirits of ancient warriors in servitude to the spelljammer. This allows the spelljammer to fight with the best experience of any spelljammer in the fleet.
Pic Num               := 1751
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spirit Binding
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Warrior Spirit Binding II
Description           := Magic binding the spirits of ancient warriors in servitude to the spelljammer. This allows the spelljammer to fight with the best experience of any spelljammer in the fleet.
Pic Num               := 1751
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spirit Binding
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Warrior Spirit Binding III
Description           := Magic binding the spirits of ancient warriors in servitude to the spelljammer. This allows the spelljammer to fight with the best experience of any spelljammer in the fleet.
Pic Num               := 1751
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spirit Binding
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (2)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (3)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (4)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (5)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multifaceted Sensory Input (2)
Description           := Multifaceted sensory input nerve bundle used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multifaceted Sensory Input (3)
Description           := Multifaceted sensory input nerve bundle used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multifaceted Sensory Input (4)
Description           := Multifaceted sensory input nerve bundle used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multifaceted Sensory Input (5)
Description           := Multifaceted sensory input nerve bundle used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (2)
Description           := Device used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (3)
Description           := Device used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (4)
Description           := Device used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (5)
Description           := Device used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (2)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (3)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (4)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (5)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (2)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (3)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (4)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (5)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors V
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VI
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node I
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node II
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node III
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node IV
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node V
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensory Input Node VI
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors IV
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors V
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magic Combat Sensors VI
Description           := Sensors which increase the chance to hit an enemy spelljammer.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors V
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VI
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors V
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VI
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors I
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors II
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors III
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors IV
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors V
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors VI
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node I
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 1
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node II
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 2
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node III
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 3
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node IV
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 4
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node V
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 5
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Sensory Input Node VI
Description           := Sensory input nerve bundle enhanced by psychic abilities which increases the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 6
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors I
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors II
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors III
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors IV
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors V
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors VI
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors I
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors II
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors III
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors IV
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors V
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Combat Sensors VI
Description           := Sensors which use the psychic abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 172
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Clairsentience
Tech Level Req 2      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors I
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors II
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors III
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors IV
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors V
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors VI
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node I
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node II
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node III
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node IV
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node V
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensory Input Node VI
Description           := Sensory input nerve bundle enhanced by temporal abilities which increases the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 6
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors I
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors II
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors III
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors IV
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors V
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors VI
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy spelljammer.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors I
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors II
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors III
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors IV
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors V
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors VI
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors I
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors II
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors III
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors IV
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors V
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Combat Sensors VI
Description           := Sensors which use the temporal abilities of the crew to increase the chance to hit an enemy ship.
Pic Num               := 177
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Temporal Technology
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Efficiency Algorithm I
Description           := Algorithms that increase the efficiency of Combat Sensors and ECM on the vehicle.
Pic Num               := 983
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 6002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mechanoid Technology
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Minerals
Ability 3 Descr       :=
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Efficiency Algorithm II
Description           := Algorithms that increase the efficiency of Combat Sensors and ECM on the vehicle.
Pic Num               := 983
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 6002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mechanoid Technology
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 12% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Minerals
Ability 3 Descr       :=
Ability 3 Val 1       := 19
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Efficiency Algorithm III
Description           := Algorithms that increase the efficiency of Combat Sensors and ECM on the vehicle.
Pic Num               := 983
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 6002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mechanoid Technology
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective, stacks with Combat Sensors).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective, stacks with ECM).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Minerals
Ability 3 Descr       :=
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := War Talisman I
Description           := Central focus of the spirituality of the path of the warrior encompassed within a massive talisman, capable of being transported to other systems.
Pic Num               := 246
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 18000
Cost Organics         := 20000
Cost Radioactives     := 18000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7901
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := War Ethos
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Combat Modifier - System
Ability 1 Descr       := Gives a 5% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := War Talisman II
Description           := Central focus of the spirituality of the path of the warrior encompassed within a massive talisman, capable of being transported to other systems.
Pic Num               := 246
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 19000
Cost Organics         := 22000
Cost Radioactives     := 19000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7901
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := War Ethos
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Combat Modifier - System
Ability 1 Descr       := Gives a 10% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := War Talisman III
Description           := Central focus of the spirituality of the path of the warrior encompassed within a massive talisman, capable of being transported to other systems.
Pic Num               := 246
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 24000
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7901
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := War Ethos
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Combat Modifier - System
Ability 1 Descr       := Gives a 15% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Death Talisman I
Description           := Massive talisman created by a twisted cult preoccupied with death which also has exceptional talent at enhancing weapons, capable of being transported to other systems.
Pic Num               := 1753
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 13000
Cost Organics         := 25000
Cost Radioactives     := 13000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7902
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 4
Number of Abilities   := 4
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 component per system effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Death Talisman II
Description           := Massive talisman created by a twisted cult preoccupied with death which also has exceptional talent at enhancing weapons, capable of being transported to other systems.
Pic Num               := 1753
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 14000
Cost Organics         := 27500
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7902
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 5
Number of Abilities   := 4
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 component per system effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Death Talisman III
Description           := Massive talisman created by a twisted cult preoccupied with death which also has exceptional talent at enhancing weapons, capable of being transported to other systems.
Pic Num               := 1753
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 15000
Cost Organics         := 30000
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 7902
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 6
Number of Abilities   := 4
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 component per system effective).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Lack of maneuverability makes the ship 40% easier to hit in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Constant effort to keep the talisman pure increases maintenance costs by 50%.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Fanaticism of the ship's crew allows them to better defend against boarding parties (40 boarding defense).
Ability 4 Val 1       := 40
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Zeal I
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 1690
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 1300
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 3
Tech Area Req 2       := Life Ethos
Tech Level Req 2      := 3
Tech Area Req 3       := War Ethos
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives an 8% attack bonus in combat (stacks with Combat Sensors).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Organics
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Zeal II
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 1690
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 1300
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 4
Tech Area Req 2       := Life Ethos
Tech Level Req 2      := 4
Tech Area Req 3       := War Ethos
Tech Level Req 3      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 16% attack bonus in combat (stacks with Combat Sensors).
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Organics
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Zeal III
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 1690
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 1300
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 5
Tech Area Req 2       := Life Ethos
Tech Level Req 2      := 5
Tech Area Req 3       := War Ethos
Tech Level Req 3      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 23% attack bonus in combat (stacks with Combat Sensors).
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Organics
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Zeal IV
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 1690
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 1300
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Death Ethos
Tech Level Req 1      := 6
Tech Area Req 2       := Life Ethos
Tech Level Req 2      := 6
Tech Area Req 3       := War Ethos
Tech Level Req 3      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (stacks with Combat Sensors).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Organics
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Fate I
Description           := The prayers of the devoted are capable of altering fate and deflecting incoming fire from the ship.
Pic Num               := 208
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 1300
Cost Radioactives     := 650
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fate Ethos
Tech Level Req 1      := 3
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (stacks with ECM).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Radioactives
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Fate II
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 208
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 1400
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fate Ethos
Tech Level Req 1      := 4
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (stacks with ECM).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Radioactives
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Fate III
Description           := The prayers of the devoted are capable of altering fate and deflecting incoming fire from the ship.
Pic Num               := 208
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 1500
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fate Ethos
Tech Level Req 1      := 5
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (stacks with ECM).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Radioactives
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Talisman of Fate IV
Description           := The prayers of the devoted are capable of altering fate and deflecting incoming fire from the ship.
Pic Num               := 208
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 1600
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fate Ethos
Tech Level Req 1      := 6
Tech Area Req 2       := War Ethos
Tech Level Req 2      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (stacks with ECM).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := The slightest impurities in the crew render the talisman non-functional. Fanatical priests will destroy the talisman before allowing them to fall into the hands of infidels.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Generation - Radioactives
Ability 3 Descr       := The talisman can be defiled by psionic and toxic attacks.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Sensors
Tech Level Req 2      := 1
Tech Area Req 3       := Fighters
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Tech Area Req 3       := Fighters
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Tech Area Req 3       := Fighters
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Sensory Input Node I
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Sensory Input
Tech Level Req 2      := 1
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Sensory Input Node II
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Sensory Input
Tech Level Req 2      := 2
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Sensory Input Node III
Description           := Sensory input nerve bundle which increases the chance to hit an enemy ship.
Pic Num               := 1596
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Sensory Input
Tech Level Req 2      := 3
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Magic Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Magic Sensors
Tech Level Req 2      := 1
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Magic Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Magic Sensors
Tech Level Req 2      := 2
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Magic Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Magic Sensors
Tech Level Req 2      := 3
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Electromagnetic Sensors
Tech Level Req 2      := 1
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Electromagnetic Sensors
Tech Level Req 2      := 2
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Electromagnetic Sensors
Tech Level Req 2      := 3
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Machine Sensors
Tech Level Req 2      := 1
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Machine Sensors
Tech Level Req 2      := 2
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Machine Sensors
Tech Level Req 2      := 3
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 06
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM IV
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM V
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VI
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node I
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node II
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node III
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node IV
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node V
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Motor Control Node VI
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Reflexes
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image I
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image II
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image III
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image IV
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image V
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mirror Image VI
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 1814
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Magic
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per spelljammer effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM IV
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM V
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM VI
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support Fields
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM IV
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM V
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VI
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Coordination
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support
Tech Level Req 2      := 1
Tech Area Req 3       := Fighters
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support
Tech Level Req 2      := 2
Tech Area Req 3       := Fighters
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support
Tech Level Req 2      := 3
Tech Area Req 3       := Fighters
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Motor Control Node I
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Reflexes
Tech Level Req 2      := 1
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Motor Control Node II
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Reflexes
Tech Level Req 2      := 2
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Motor Control Node III
Description           := Extension of the motor control center of the ship's neural core. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Reflexes
Tech Level Req 2      := 3
Tech Area Req 3       := Swarmers
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Mirror Image I
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Magic
Tech Level Req 2      := 1
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Mirror Image II
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Magic
Tech Level Req 2      := 2
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Mirror Image III
Description           := Device which makes duplicate images of the spelljammer, making it harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Magic
Tech Level Req 2      := 3
Tech Area Req 3       := Astral Monster Summoning
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support Fields
Tech Level Req 2      := 1
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support Fields
Tech Level Req 2      := 2
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Support Fields
Tech Level Req 2      := 3
Tech Area Req 3       := Levincraft
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Coordination
Tech Level Req 2      := 1
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Coordination
Tech Level Req 2      := 2
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to be hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 10
Tech Area Req 2       := Combat Coordination
Tech Level Req 2      := 3
Tech Area Req 3       := Fighter Drones
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 07
Ability 2 Descr       :=
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radar
Description           := Short range scanning device that emits radar waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := IR Radar
Description           := Short range radar scanning device that uses infrared radar beams to analyze heat variations.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Lidar
Description           := Short range scanning device that emits light waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 2
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Radar
Description           := Short range scanning device that analyzes electro-magnetic charges in stellar objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 3
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spectro-analyzer
Description           := Medium range scanning device that scans nearby objects in every spectrum of electro-magnetic radiation.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multi-band Radar
Description           := Medium range scanning device that uses radar, IR radar, Lidar, and EM Radar simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensors
Description           := Medium range scanning device that can scan objects in many spectra.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 7 sectors away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Sensors
Description           := Medium range scanning device that uses electro-magnetic pulses to scan objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 8 sectors away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Subspace Sensors
Description           := Long range scanning device that scans objects in both normal and sub- space simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 9 sectors away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Detector
Description           := Long range scanning device that reads energy signatures, allowing it to efficiently analyze nearly anything.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 10 sectors away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mass Detector
Description           := Long range scanning device that scans objects by reading their mass signatures.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 11
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 11 sectors away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radar Probing Organelle
Description           := Short range sensitive sensory input organelle that emits radar waves that reflect back to the ship from other objects.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := IR Radar Probing Organelle
Description           := Short range sensitive sensory input organelle that uses infrared radar beams to analyze heat variations.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Lidar Probing Organelle
Description           := Short range sensitive sensory input organelle that emits light waves that reflect back to the ship from other objects.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 2
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Radar Probing Organelle
Description           := Short range sensitive sensory input organelle that analyzes electro-magnetic charges in stellar objects.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 3
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spectro-analyzer Probing Organelle
Description           := Medium range sensitive sensory input organelle that scans nearby objects in every spectrum of electro-magnetic radiation.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multi-band Radar Probing Organelle
Description           := Medium range sensitive sensory input organelle that uses radar, IR radar, Lidar, and EM Radar simultaneously.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensors Probing Organelle
Description           := Medium range sensitive sensory input organelle that can scan objects in many spectra.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 7 sectors away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Sensors Probing Organelle
Description           := Medium range sensitive sensory input organelle that uses electro-magnetic pulses to scan objects.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 8 sectors away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Subspace Sensors Probing Organelle
Description           := Long range sensitive sensory input organelle that scans objects in both normal and sub- space simultaneously.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1300
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 9 sectors away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Detector Probing Organelle
Description           := Long range sensitive sensory input organelle that reads energy signatures, allowing it to efficiently analyze nearly anything.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 160800
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 10 sectors away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mass Detector Probing Organelle
Description           := Long range sensitive sensory input organelle that scans objects by reading their mass signatures.
Pic Num               := 1608
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 11
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 11 sectors away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry I
Description           := Short range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry II
Description           := Short range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry III
Description           := Short range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 2
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry IV
Description           := Short range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 3
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry V
Description           := Medium range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry VI
Description           := Medium range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry VII
Description           := Medium range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 7 sectors away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry VIII
Description           := Medium range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 8 sectors away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry IX
Description           := Long range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 1300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 9 sectors away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry X
Description           := Long range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 350
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 10 sectors away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scry XI
Description           := Long range scrying device used to glean intimate details of far off objects.
Pic Num               := 1815
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 11
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 11 sectors away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radar
Description           := Short range scanning device that emits radar waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 3
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := IR Radar
Description           := Short range radar scanning device that uses infrared radar beams to analyze heat variations.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 1
Number of Abilities   := 3
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Lidar
Description           := Short range scanning device that emits light waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 2
Number of Abilities   := 3
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := EM Radar
Description           := Short range scanning device that analyzes electro-magnetic charges in stellar objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 3
Number of Abilities   := 3
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Spectro-analyzer
Description           := Medium range scanning device that scans nearby objects in every spectrum of electro-magnetic radiation.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Multi-band Radar
Description           := Medium range scanning device that uses radar, IR radar, Lidar, and EM Radar simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Sensors
Description           := Medium range scanning device that can scan objects in many spectra.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 7 sectors away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := EM Sensors
Description           := Medium range scanning device that uses electro-magnetic pulses to scan objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 7
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 8 sectors away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Subspace Sensors
Description           := Long range scanning device that scans objects in both normal and sub- space simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 1300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 8
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 9 sectors away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Energy Detector
Description           := Long range scanning device that reads energy signatures, allowing it to efficiently analyze nearly anything.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 9
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 10 sectors away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Mass Detector
Description           := Long range scanning device that scans objects by reading their mass signatures.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 10
Number of Abilities   := 3
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 11 sectors away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Radar
Description           := Short range scanning device that emits radar waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 1% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := IR Radar
Description           := Short range radar scanning device that uses infrared radar beams to analyze heat variations.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 1
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Lidar
Description           := Short range scanning device that emits light waves that reflect back to the ship from other objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 2
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Radar
Description           := Short range scanning device that analyzes electro-magnetic charges in stellar objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 3
Number of Abilities   := 2
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
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 6% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Spectro-analyzer
Description           := Medium range scanning device that scans nearby objects in every spectrum of electro-magnetic radiation.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multi-band Radar
Description           := Medium range scanning device that uses radar, IR radar, Lidar, and EM Radar simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Sensors
Description           := Medium range scanning device that can scan objects in many spectra.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 7 sectors away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := EM Sensors
Description           := Medium range scanning device that uses electro-magnetic pulses to scan objects.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 8 sectors away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Subspace Sensors
Description           := Long range scanning device that scans objects in both normal and sub- space simultaneously.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 9 sectors away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Detector
Description           := Long range scanning device that reads energy signatures, allowing it to efficiently analyze nearly anything.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 10 sectors away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mass Detector
Description           := Long range scanning device that scans objects by reading their mass signatures.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 11
Custom Group          := 0
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
Ability 1 Descr       := Allows scanning of targets 11 sectors away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 21
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Protects this ship from being scanned by enemy Long Range Scanners.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Gives a 15% attack penalty in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Projection Organelle
Description           := A long range scanner jamming organelle which operates by ejecting plasma into space, thus dispersing incoming scanning beams into near-infinite refraction.
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 21
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanning Organelles
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Protects this ship from being scanned by enemy Long Range Scanners.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Gives a 15% attack penalty in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Displacement Device
Description           := Device which causes materials to appear in different locations than they actually are, thus making any attempts to scry the contents of a vehicle ineffectual.
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 21
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scrying Magic
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Protects this spelljammer from being scanned by enemy scrying magic (Long Range Scanners).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Gives a 15% attack penalty in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 15
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 21
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Scanners
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Protects this ship from being scanned by enemy Long Range Scanners.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Gives a 15% attack penalty in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 21
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Scanners
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Protects this ship from being scanned by enemy Long Range Scanners.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Gives a 15% attack penalty in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Tachyon Sensors II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Tachyon Sensors III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Tachyon Sensors IV
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Tachyon Sensors V
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3500
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Tachyon Sensors VI
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 7.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Tachyon Sensors VII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 8.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Tachyon Sensors VIII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 9.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Tachyon Sensors IX
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 10.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Tachyon Probing Organelle I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Tachyon Probing Organelle II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Tachyon Probing Organelle III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Tachyon Probing Organelle IV
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Tachyon Probing Organelle V
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3500
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Tachyon Probing Organelle VI
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 4000
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 7.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Tachyon Probing Organelle VII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 4500
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 8.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Tachyon Probing Organelle VIII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 5000
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 9.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Tachyon Probing Organelle IX
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 1605
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 5500
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensory Input
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 10.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := See Invisibility I
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := See Invisibility II
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := See Invisibility III
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1100
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := See Invisibility IV
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1400
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := See Invisibility V
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1700
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := See Invisibility VI
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 7.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := See Invisibility VII
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2300
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 8.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := See Invisibility VIII
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2600
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 9.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := See Invisibility IX
Description           := Device which can detect invisible spelljammers in a local astral plane.
Pic Num               := 1817
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2900
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Sensors
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 10.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Tachyon Sensors I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors IV
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors V
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors VI
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 7.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors VII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 8.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors VIII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 9.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors IX
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electromagnetic Sensors
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 10.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Tachyon Sensors II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Tachyon Sensors III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Tachyon Sensors IV
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Tachyon Sensors V
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3500
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Tachyon Sensors VI
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 7.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Tachyon Sensors VII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 8.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Tachyon Sensors VIII
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 9.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Tachyon Sensors IX
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Sensors
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 10.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Hyper Optics I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 1
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Hyper Optics II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 2
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Hyper Optics III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 3
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Hyper Optics IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 4
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Hyper Optics V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3500
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Hyper Optics VI
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 7.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Hyper Optics VII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 8.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Hyper Optics VIII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 9.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Hyper Optics IX
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optics
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 10.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Hyper Optic Nerves I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 1
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Hyper Optic Nerves II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 2
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Hyper Optic Nerves III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 3
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Hyper Optic Nerves IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 4
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Hyper Optic Nerves V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3500
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 5
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Hyper Optic Nerves VI
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 4000
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 6
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 7.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Hyper Optic Nerves VII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 4500
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 7
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 8.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Hyper Optic Nerves VIII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 5000
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 8
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 9.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Hyper Optic Nerves IX
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 1602
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 5500
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Nerves
Tech Level Req 1      := 9
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 10.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Telescope I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 1
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Telescope II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 2
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Telescope III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1100
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 3
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Telescope IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1400
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 4
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Telescope V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1700
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 5
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Telescope VI
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 6
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 7.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Telescope VII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2300
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 7
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 8.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Telescope VIII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2600
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 8
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 9.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Telescope IX
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden spelljammers in a local astral plane.
Pic Num               := 1818
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2900
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telescopes
Tech Level Req 1      := 9
Tech Area Req 2       := Divination
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 10.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Passive EM Scanner I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 1
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 2
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 3
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 4
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 5
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner VI
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 6
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 7.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 7
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner VII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 7
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 8.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 8
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner VIII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 8
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 9.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 9
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Passive EM Scanner IX
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Passive EM Scanning
Tech Level Req 1      := 9
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 10.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 10
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyper Optic Circuitry I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 1
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Hyper Optic Circuitry II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 2
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Hyper Optic Circuitry III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 3
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Hyper Optic Circuitry IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 4
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Hyper Optic Circuitry V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 3500
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 5
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Hyper Optic Circuitry VI
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 6
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 7.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Hyper Optic Circuitry VII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 7
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 8.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Hyper Optic Circuitry VIII
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 8
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 9.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Hyper Optic Circuitry IX
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 2900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyper Optic Circuitry
Tech Level Req 1      := 9
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 10.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Gravitic Sensors I
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 2.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Gravitic Sensors II
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 3.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Gravitic Sensors III
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 4.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Gravitic Sensors IV
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 5.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Gravitic Sensors V
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 6.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Gravitic Sensors VI
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 7.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Gravitic Sensors VII
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 8.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Gravitic Sensors VIII
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 9.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Gravitic Sensors IX
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 10.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Receptors IV
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 5.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Psychic Receptors V
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 6.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Psychic Receptors VI
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 7.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Psychic Receptors VII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 4500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 8.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Psychic Receptors VIII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 5000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 9.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Psychic Receptors IX
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 5500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 10.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Receptors IV
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 5.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Psychic Receptors V
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 6.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Psychic Receptors VI
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 6
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 7.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Psychic Receptors VII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 4500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 7
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 8.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Psychic Receptors VIII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 5000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 9.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Psychic Receptors IX
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 5500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 9
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 10.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Receptors IV
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 5.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Psychic Receptors V
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 6.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Psychic Receptors VI
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 6
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 7.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Psychic Receptors VII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 4500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 7
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 8.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Psychic Receptors VIII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 5000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 9.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Psychic Receptors IX
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 5500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 9
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 10.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors IV
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 5.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 5
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors V
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1700
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 6.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 6
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors VI
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 6
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 7.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 7
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors VII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2300
Cost Organics         := 4500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 7
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 8.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 8
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors VIII
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2600
Cost Organics         := 5000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 9.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 9
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Receptors IX
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2900
Cost Organics         := 5500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Clairsentience
Tech Level Req 1      := 9
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 10.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 10
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Sensors VI
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 7.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Temporal Sensors VII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 8.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Temporal Sensors VIII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 9.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Temporal Sensors IX
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 10.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Sensors VI
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 7.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Temporal Sensors VII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 8.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Temporal Sensors VIII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 9.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Temporal Sensors IX
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 9
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 10.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Sensors VI
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 7.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Temporal Sensors VII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 8.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Temporal Sensors VIII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 9.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Temporal Sensors IX
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 9
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 10.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors VI
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 7.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 7
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors VII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 8.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 8
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors VIII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 9.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 9
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors IX
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 9
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 10.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 10
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Sensors VI
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 7.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 7
Weapon Type           := None

Name                  := Temporal Sensors VII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 7
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 8.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 8
Weapon Type           := None

Name                  := Temporal Sensors VIII
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 8
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 9.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 9
Weapon Type           := None

Name                  := Temporal Sensors IX
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2900
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 9
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 10.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 10
Weapon Type           := None

Name                  := Tachyon Diffuser I
Description           := Device used to absorb and dissipate tachyon pulses, protecting weapons from overload.
Pic Num               := 179
Tonnage Space Taken   := 5
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 989
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tachyon Dampening
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Seekers
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 99
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 5120

Name                  := Tachyon Diffuser II
Description           := Device used to absorb and dissipate tachyon pulses, protecting weapons from overload.
Pic Num               := 179
Tonnage Space Taken   := 5
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 989
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tachyon Dampening
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Seekers
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 99
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 5120

Name                  := Tachyon Diffuser III
Description           := Device used to absorb and dissipate tachyon pulses, protecting weapons from overload.
Pic Num               := 179
Tonnage Space Taken   := 5
Tonnage Structure     := 60
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 989
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tachyon Dampening
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Seekers
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 99
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 5120

Name                  := Tachyon Diffuser IV
Description           := Device used to absorb and dissipate tachyon pulses, protecting weapons from overload.
Pic Num               := 179
Tonnage Space Taken   := 5
Tonnage Structure     := 70
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 989
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tachyon Dampening
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Seekers
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 99
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 5120

Name                  := Light Titanium Armor I
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor II
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor III
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 14
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor IV
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Cerametal Armor I
Description           := Light cerametal armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 18
Cost Minerals         := 18
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Cerametal Armor II
Description           := Light cerametal armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Cerametal Armor III
Description           := Light cerametal armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 22
Cost Minerals         := 22
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Cerametal Armor IV
Description           := Light cerametal armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 24
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Carbon-Fiber Armor I
Description           := Light carbon-fiber armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 26
Cost Minerals         := 10
Cost Organics         := 16
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Carbon-Fiber Armor II
Description           := Light carbon-fiber armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 28
Cost Minerals         := 10
Cost Organics         := 18
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Carbon-Fiber Armor III
Description           := Light carbon-fiber armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Carbon-Fiber Armor IV
Description           := Light carbon-fiber armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 32
Cost Minerals         := 10
Cost Organics         := 22
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor I
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor II
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor III
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor IV
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cerametal Armor I
Description           := Light cerametal armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 9
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cerametal Armor II
Description           := Light cerametal armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cerametal Armor III
Description           := Light cerametal armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cerametal Armor IV
Description           := Light cerametal armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Carbon-Fiber Armor I
Description           := Light carbon-fiber armor used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 3
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Carbon-Fiber Armor II
Description           := Light carbon-fiber armor used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 3
Cost Organics         := 11
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Carbon-Fiber Armor III
Description           := Light carbon-fiber armor used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 3
Cost Organics         := 12
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Carbon-Fiber Armor IV
Description           := Light carbon-fiber armor used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 5
Cost Organics         := 13
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor I
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor II
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor III
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor IV
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cerametal Armor I
Description           := Light cerametal armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cerametal Armor II
Description           := Light cerametal armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cerametal Armor III
Description           := Light cerametal armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 110
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cerametal Armor IV
Description           := Light cerametal armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Carbon-Fiber Armor I
Description           := Light carbon-fiber armor used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 130
Cost Minerals         := 300
Cost Organics         := 1000
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Carbon-Fiber Armor II
Description           := Light carbon-fiber armor used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 140
Cost Minerals         := 300
Cost Organics         := 1100
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Carbon-Fiber Armor III
Description           := Light carbon-fiber armor used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Carbon-Fiber Armor IV
Description           := Light carbon-fiber armor used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 160
Cost Minerals         := 500
Cost Organics         := 1300
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor I
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 23
Cost Minerals         := 23
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor II
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 27
Cost Minerals         := 27
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor III
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 32
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor IV
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 36
Cost Minerals         := 36
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cerametal Armor I
Description           := Medium cerametal armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 41
Cost Minerals         := 41
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cerametal Armor II
Description           := Medium cerametal armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 44
Cost Minerals         := 44
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cerametal Armor III
Description           := Medium cerametal armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cerametal Armor IV
Description           := Medium cerametal armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 54
Cost Minerals         := 54
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Carbon-Fiber Armor I
Description           := Medium carbon-fiber armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 59
Cost Minerals         := 23
Cost Organics         := 36
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Carbon-Fiber Armor II
Description           := Medium carbon-fiber armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 63
Cost Minerals         := 23
Cost Organics         := 41
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Carbon-Fiber Armor III
Description           := Medium carbon-fiber armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 68
Cost Minerals         := 23
Cost Organics         := 45
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Carbon-Fiber Armor IV
Description           := Medium carbon-fiber armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 72
Cost Minerals         := 23
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor I
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor II
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor III
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor IV
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cerametal Armor I
Description           := Heavy cerametal armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cerametal Armor II
Description           := Heavy cerametal armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cerametal Armor III
Description           := Heavy cerametal armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 110
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cerametal Armor IV
Description           := Heavy cerametal armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Carbon-Fiber Armor I
Description           := Heavy carbon-fiber armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 130
Cost Minerals         := 100
Cost Organics         := 160
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Carbon-Fiber Armor II
Description           := Heavy carbon-fiber armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 140
Cost Minerals         := 100
Cost Organics         := 180
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Carbon-Fiber Armor III
Description           := Heavy carbon-fiber armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Carbon-Fiber Armor IV
Description           := Heavy carbon-fiber armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 160
Cost Minerals         := 100
Cost Organics         := 220
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor I
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 500
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor II
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 600
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor III
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 700
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor IV
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 800
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cerametal Bunker Armor I
Description           := Standard cerametal armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 900
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cerametal Bunker Armor II
Description           := Standard cerametal armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1000
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cerametal Bunker Armor III
Description           := Standard cerametal armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1100
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cerametal Bunker Armor IV
Description           := Standard cerametal armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1200
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Carbon-Fiber Bunker Armor I
Description           := Standard carbon-fiber armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 1300
Cost Minerals         := 100
Cost Organics         := 160
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Carbon-Fiber Bunker Armor II
Description           := Standard carbon-fiber armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 1400
Cost Minerals         := 100
Cost Organics         := 180
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Carbon-Fiber Bunker Armor III
Description           := Standard carbon-fiber armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 1500
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Carbon-Fiber Bunker Armor IV
Description           := Standard carbon-fiber armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 1600
Cost Minerals         := 100
Cost Organics         := 220
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Polymeric Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor I
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor II
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 90
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor III
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neutronium Armor I
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neutronium Armor II
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neutronium Armor III
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 70
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neutronium Armor IV
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 4
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor I
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor II
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 850
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor III
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor IV
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 950
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Protective Membrane I
Description           := Light protective membrane used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 15
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Protective Membrane II
Description           := Light protective membrane used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 18
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Protective Membrane III
Description           := Light protective membrane used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 0
Cost Organics         := 21
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Protective Membrane IV
Description           := Light protective membrane used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 24
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Chitin Shell I
Description           := Light chitin shell used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 18
Cost Minerals         := 0
Cost Organics         := 27
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Chitin Shell II
Description           := Light chitin shell used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Chitin Shell III
Description           := Light chitin shell used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 22
Cost Minerals         := 0
Cost Organics         := 33
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Chitin Shell IV
Description           := Light chitin shell used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 24
Cost Minerals         := 0
Cost Organics         := 36
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Cellulose Wall I
Description           := Light cellulose wall used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 26
Cost Minerals         := 10
Cost Organics         := 29
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Cellulose Wall II
Description           := Light cellulose wall used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 28
Cost Minerals         := 10
Cost Organics         := 32
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Cellulose Wall III
Description           := Light cellulose wall used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 35
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Cellulose Wall IV
Description           := Light cellulose wall used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 32
Cost Minerals         := 10
Cost Organics         := 38
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 01
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Unit Protective Membrane I
Description           := Light protective membrane used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Protective Membrane II
Description           := Light protective membrane used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Protective Membrane III
Description           := Light protective membrane used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 0
Cost Organics         := 7
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Protective Membrane IV
Description           := Light protective membrane used to protect a unit from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 8
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Chitin Shell I
Description           := Light chitin shell used to protect a unit from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 0
Cost Organics         := 9
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Chitin Shell II
Description           := Light chitin shell used to protect a unit from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Chitin Shell III
Description           := Light chitin shell used to protect a unit from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 11
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Chitin Shell IV
Description           := Light chitin shell used to protect a unit from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 12
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cellulose Wall I
Description           := Light cellulose wall used to protect a unit from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 3
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cellulose Wall II
Description           := Light cellulose wall used to protect a unit from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 3
Cost Organics         := 11
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cellulose Wall III
Description           := Light cellulose wall used to protect a unit from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 3
Cost Organics         := 12
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Cellulose Wall IV
Description           := Light cellulose wall used to protect a unit from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 3
Cost Organics         := 13
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Protective Membrane I
Description           := Light protective membrane used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Protective Membrane II
Description           := Light protective membrane used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Protective Membrane III
Description           := Light protective membrane used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Protective Membrane IV
Description           := Light protective membrane used to protect a troop from physical damage.
Pic Num               := 738
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Chitin Shell I
Description           := Light chitin shell used to protect a troop from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Chitin Shell II
Description           := Light chitin shell used to protect a troop from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Chitin Shell III
Description           := Light chitin shell used to protect a troop from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 100
Tonnage Structure     := 110
Cost Minerals         := 0
Cost Organics         := 1100
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Chitin Shell IV
Description           := Light chitin shell used to protect a troop from physical damage.
Pic Num               := 747
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cellulose Wall I
Description           := Light cellulose wall used to protect a troop from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 100
Tonnage Structure     := 130
Cost Minerals         := 300
Cost Organics         := 1000
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cellulose Wall II
Description           := Light cellulose wall used to protect a troop from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 100
Tonnage Structure     := 140
Cost Minerals         := 300
Cost Organics         := 1100
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cellulose Wall III
Description           := Light cellulose wall used to protect a troop from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 100
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cellulose Wall IV
Description           := Light cellulose wall used to protect a troop from physical damage.
Pic Num               := 752
Tonnage Space Taken   := 100
Tonnage Structure     := 160
Cost Minerals         := 300
Cost Organics         := 1300
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Protective Membrane I
Description           := Medium protective membrane used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 23
Cost Minerals         := 0
Cost Organics         := 34
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Protective Membrane II
Description           := Medium protective membrane used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 27
Cost Minerals         := 0
Cost Organics         := 41
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Protective Membrane III
Description           := Medium protective membrane used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 32
Cost Minerals         := 0
Cost Organics         := 48
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Protective Membrane IV
Description           := Medium protective membrane used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 36
Cost Minerals         := 0
Cost Organics         := 54
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Chitin Shell I
Description           := Medium chitin shell used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 748
Tonnage Space Taken   := 3
Tonnage Structure     := 41
Cost Minerals         := 0
Cost Organics         := 61
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Chitin Shell II
Description           := Medium chitin shell used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 748
Tonnage Space Taken   := 3
Tonnage Structure     := 45
Cost Minerals         := 0
Cost Organics         := 68
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Chitin Shell III
Description           := Medium chitin shell used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 748
Tonnage Space Taken   := 3
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Chitin Shell IV
Description           := Medium chitin shell used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 748
Tonnage Space Taken   := 3
Tonnage Structure     := 54
Cost Minerals         := 0
Cost Organics         := 81
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cellulose Wall I
Description           := Medium cellulose wall used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 753
Tonnage Space Taken   := 3
Tonnage Structure     := 59
Cost Minerals         := 23
Cost Organics         := 65
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cellulose Wall II
Description           := Medium cellulose wall used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 753
Tonnage Space Taken   := 3
Tonnage Structure     := 63
Cost Minerals         := 23
Cost Organics         := 72
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cellulose Wall III
Description           := Medium cellulose wall used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 753
Tonnage Space Taken   := 3
Tonnage Structure     := 68
Cost Minerals         := 23
Cost Organics         := 79
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Cellulose Wall IV
Description           := Medium cellulose wall used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 753
Tonnage Space Taken   := 3
Tonnage Structure     := 72
Cost Minerals         := 23
Cost Organics         := 86
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 02
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Protective Membrane I
Description           := Heavy protective membrane used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Protective Membrane II
Description           := Heavy protective membrane used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 180
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Protective Membrane III
Description           := Heavy protective membrane used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 210
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Protective Membrane IV
Description           := Heavy protective membrane used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 240
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Chitin Shell I
Description           := Heavy chitin shell used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 0
Cost Organics         := 270
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Chitin Shell II
Description           := Heavy chitin shell used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Chitin Shell III
Description           := Heavy chitin shell used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 110
Cost Minerals         := 0
Cost Organics         := 330
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Chitin Shell IV
Description           := Heavy chitin shell used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 360
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cellulose Wall I
Description           := Heavy cellulose wall used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 130
Cost Minerals         := 100
Cost Organics         := 290
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cellulose Wall II
Description           := Heavy cellulose wall used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 140
Cost Minerals         := 100
Cost Organics         := 320
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cellulose Wall III
Description           := Heavy cellulose wall used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 100
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Cellulose Wall IV
Description           := Heavy cellulose wall used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 160
Cost Minerals         := 100
Cost Organics         := 380
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 03
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Protective Membrane I
Description           := Standard protective membrane used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 500
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Protective Membrane II
Description           := Standard protective membrane used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 600
Cost Minerals         := 0
Cost Organics         := 180
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Protective Membrane III
Description           := Standard protective membrane used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 700
Cost Minerals         := 0
Cost Organics         := 210
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Protective Membrane IV
Description           := Standard protective membrane used to protect a bunker facility from orbital bombardment.
Pic Num               := 740
Tonnage Space Taken   := 10
Tonnage Structure     := 800
Cost Minerals         := 0
Cost Organics         := 240
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Membrane Layers
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Chitin Shell I
Description           := Standard chitin shell used to protect a bunker facility from orbital bombardment.
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 900
Cost Minerals         := 0
Cost Organics         := 270
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Chitin Shell II
Description           := Standard chitin shell used to protect a bunker facility from orbital bombardment.
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 1000
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Chitin Shell III
Description           := Standard chitin shell used to protect a bunker facility from orbital bombardment.
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 1100
Cost Minerals         := 0
Cost Organics         := 330
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Chitin Shell IV
Description           := Standard chitin shell used to protect a bunker facility from orbital bombardment.
Pic Num               := 749
Tonnage Space Taken   := 10
Tonnage Structure     := 1200
Cost Minerals         := 0
Cost Organics         := 360
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chitin Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Cellulose Wall I
Description           := Standard cellulose wall used to protect a bunker facility from orbital bombardment.
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 1300
Cost Minerals         := 100
Cost Organics         := 290
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Cellulose Wall II
Description           := Standard cellulose wall used to protect a bunker facility from orbital bombardment.
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 1400
Cost Minerals         := 100
Cost Organics         := 320
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Cellulose Wall III
Description           := Standard cellulose wall used to protect a bunker facility from orbital bombardment.
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 1500
Cost Minerals         := 100
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Cellulose Wall IV
Description           := Standard cellulose wall used to protect a bunker facility from orbital bombardment.
Pic Num               := 754
Tonnage Space Taken   := 10
Tonnage Structure     := 1600
Cost Minerals         := 100
Cost Organics         := 380
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cellulose Exoskeleton
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor I
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 2
Cost Organics         := 80
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Organic)
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor II
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 2
Cost Organics         := 90
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Organic)
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor III
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 2
Cost Organics         := 100
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Organic)
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fibroin Weave I
Description           := Woven silk armor held together by strong inter-molecular forces. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 1061
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 2
Cost Organics         := 50
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 15
Tech Area Req 3       := Fibroin Weave
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 1 point of damage per combat turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fibroin Weave II
Description           := Woven silk armor held together by strong inter-molecular forces. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 1061
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 2
Cost Organics         := 60
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 15
Tech Area Req 3       := Fibroin Weave
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 1 point of damage per combat turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fibroin Weave III
Description           := Woven silk armor held together by strong inter-molecular forces. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 1061
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 2
Cost Organics         := 70
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 15
Tech Area Req 3       := Fibroin Weave
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 1 point of damage per combat turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fibroin Weave IV
Description           := Woven silk armor held together by strong inter-molecular forces. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 1061
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 2
Cost Organics         := 80
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 15
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 15
Tech Area Req 3       := Fibroin Weave
Tech Level Req 3      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 1 point of damage per combat turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor I
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 10
Cost Organics         := 400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor II
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 10
Cost Organics         := 400
Cost Radioactives     := 850
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor III
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 10
Cost Organics         := 400
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor IV
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 400
Cost Radioactives     := 950
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Organic)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Wooden Armor I
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 0
Cost Organics         := 7
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Wooden Armor II
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 8
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Wooden Armor III
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 0
Cost Organics         := 9
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Wooden Armor IV
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Ironwood Armor I
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 11
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Ironwood Armor II
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 12
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Ironwood Armor III
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 0
Cost Organics         := 13
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Ironwood Armor IV
Description           := Light wooden armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 0
Cost Organics         := 14
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Iron Armor I
Description           := Light iron armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Iron Armor II
Description           := Light iron armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 18
Cost Minerals         := 18
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Iron Armor III
Description           := Light iron armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Iron Armor IV
Description           := Light iron armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 22
Cost Minerals         := 22
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Flowsteel Armor I
Description           := Light flowsteel armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 24
Cost Minerals         := 22
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Flowsteel Armor II
Description           := Light flowsteel armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 26
Cost Minerals         := 24
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Flowsteel Armor III
Description           := Light flowsteel armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 28
Cost Minerals         := 26
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Flowsteel Armor IV
Description           := Light flowsteel armor used to protect a spelljammer from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 29
Cost Minerals         := 27
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Wooden Armor I
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Wooden Armor II
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 3
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Wooden Armor III
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Wooden Armor IV
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Ironwood Armor I
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Ironwood Armor II
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Ironwood Armor III
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 0
Cost Organics         := 7
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Ironwood Armor IV
Description           := Light wooden armor used to protect a unit from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 8
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Iron Armor I
Description           := Light iron armor used to protect a unit from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Iron Armor II
Description           := Light iron armor used to protect a unit from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 9
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Iron Armor III
Description           := Light iron armor used to protect a unit from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Iron Armor IV
Description           := Light iron armor used to protect a unit from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Flowsteel Armor I
Description           := Light flowsteel armor used to protect a unit from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 10
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Flowsteel Armor II
Description           := Light flowsteel armor used to protect a unit from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 11
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Flowsteel Armor III
Description           := Light flowsteel armor used to protect a unit from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 12
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Flowsteel Armor IV
Description           := Light flowsteel armor used to protect a unit from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 13
Cost Organics         := 2
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Wooden Armor I
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 100
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Wooden Armor II
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 100
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Wooden Armor III
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 100
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Wooden Armor IV
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1630
Tonnage Space Taken   := 100
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Ironwood Armor I
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Ironwood Armor II
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Ironwood Armor III
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Ironwood Armor IV
Description           := Light wooden armor used to protect a troop from physical damage.
Pic Num               := 1635
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Iron Armor I
Description           := Light iron armor used to protect a troop from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Iron Armor II
Description           := Light iron armor used to protect a troop from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Iron Armor III
Description           := Light iron armor used to protect a troop from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Iron Armor IV
Description           := Light iron armor used to protect a troop from physical damage.
Pic Num               := 1617
Tonnage Space Taken   := 100
Tonnage Structure     := 110
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Flowsteel Armor I
Description           := Light flowsteel armor used to protect a troop from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Flowsteel Armor II
Description           := Light flowsteel armor used to protect a troop from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 100
Tonnage Structure     := 130
Cost Minerals         := 1100
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Flowsteel Armor III
Description           := Light flowsteel armor used to protect a troop from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 100
Tonnage Structure     := 140
Cost Minerals         := 1200
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Flowsteel Armor IV
Description           := Light flowsteel armor used to protect a troop from physical damage.
Pic Num               := 1623
Tonnage Space Taken   := 100
Tonnage Structure     := 150
Cost Minerals         := 1300
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Wooden Armor I
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1629
Tonnage Space Taken   := 3
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 16
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Wooden Armor II
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1629
Tonnage Space Taken   := 3
Tonnage Structure     := 18
Cost Minerals         := 0
Cost Organics         := 18
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Wooden Armor III
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1629
Tonnage Space Taken   := 3
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Wooden Armor IV
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1629
Tonnage Space Taken   := 3
Tonnage Structure     := 23
Cost Minerals         := 0
Cost Organics         := 23
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ironwood Armor I
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1631
Tonnage Space Taken   := 3
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ironwood Armor II
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1631
Tonnage Space Taken   := 3
Tonnage Structure     := 27
Cost Minerals         := 0
Cost Organics         := 27
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ironwood Armor III
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1631
Tonnage Space Taken   := 3
Tonnage Structure     := 29
Cost Minerals         := 0
Cost Organics         := 29
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ironwood Armor IV
Description           := Medium wooden armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1631
Tonnage Space Taken   := 3
Tonnage Structure     := 32
Cost Minerals         := 0
Cost Organics         := 32
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Iron Armor I
Description           := Medium iron armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1619
Tonnage Space Taken   := 3
Tonnage Structure     := 36
Cost Minerals         := 36
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Iron Armor II
Description           := Medium iron armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1619
Tonnage Space Taken   := 3
Tonnage Structure     := 41
Cost Minerals         := 41
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Iron Armor III
Description           := Medium iron armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1619
Tonnage Space Taken   := 3
Tonnage Structure     := 45
Cost Minerals         := 45
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Iron Armor IV
Description           := Medium iron armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1619
Tonnage Space Taken   := 3
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Flowsteel Armor I
Description           := Medium flowsteel armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1621
Tonnage Space Taken   := 3
Tonnage Structure     := 24
Cost Minerals         := 50
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Flowsteel Armor II
Description           := Medium flowsteel armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1621
Tonnage Space Taken   := 3
Tonnage Structure     := 26
Cost Minerals         := 54
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Flowsteel Armor III
Description           := Medium flowsteel armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1621
Tonnage Space Taken   := 3
Tonnage Structure     := 28
Cost Minerals         := 59
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Flowsteel Armor IV
Description           := Medium flowsteel armor used to protect a spelljammer from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 1621
Tonnage Space Taken   := 3
Tonnage Structure     := 29
Cost Minerals         := 61
Cost Organics         := 6
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Wooden Armor I
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 35
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Wooden Armor II
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Wooden Armor III
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Wooden Armor IV
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Ironwood Armor I
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 55
Cost Minerals         := 0
Cost Organics         := 110
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Ironwood Armor II
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Ironwood Armor III
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 65
Cost Minerals         := 0
Cost Organics         := 130
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Ironwood Armor IV
Description           := Heavy wooden armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 140
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Iron Armor I
Description           := Heavy iron armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Iron Armor II
Description           := Heavy iron armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Iron Armor III
Description           := Heavy iron armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Iron Armor IV
Description           := Heavy iron armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 110
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Flowsteel Armor I
Description           := Heavy flowsteel armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 220
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Flowsteel Armor II
Description           := Heavy flowsteel armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 130
Cost Minerals         := 240
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Flowsteel Armor III
Description           := Heavy flowsteel armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 140
Cost Minerals         := 260
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Flowsteel Armor IV
Description           := Heavy flowsteel armor used to protect a spelljammer from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 280
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Wooden Bunker Armor I
Description           := Standard wooden armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 350
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Wooden Bunker Armor II
Description           := Standard wooden armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 400
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Wooden Bunker Armor III
Description           := Standard wooden armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 450
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Wooden Bunker Armor IV
Description           := Standard wooden armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1636
Tonnage Space Taken   := 10
Tonnage Structure     := 500
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wooden Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ironwood Bunker Armor I
Description           := Standard ironwood armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 550
Cost Minerals         := 0
Cost Organics         := 110
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ironwood Bunker Armor II
Description           := Standard ironwood armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 600
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ironwood Bunker Armor III
Description           := Standard ironwood armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 650
Cost Minerals         := 0
Cost Organics         := 130
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ironwood Bunker Armor IV
Description           := Standard ironwood armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1640
Tonnage Space Taken   := 10
Tonnage Structure     := 700
Cost Minerals         := 0
Cost Organics         := 140
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ironwood Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Iron Bunker Armor I
Description           := Standard iron armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 800
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Iron Bunker Armor II
Description           := Standard iron armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 900
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Iron Bunker Armor III
Description           := Standard iron armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 1000
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Iron Bunker Armor IV
Description           := Standard iron armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1618
Tonnage Space Taken   := 10
Tonnage Structure     := 1100
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Iron Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Flowsteel Bunker Armor I
Description           := Standard flowsteel armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 1200
Cost Minerals         := 220
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Flowsteel Bunker Armor II
Description           := Standard flowsteel armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 1300
Cost Minerals         := 240
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Flowsteel Bunker Armor III
Description           := Standard flowsteel armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 1400
Cost Minerals         := 260
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Flowsteel Bunker Armor IV
Description           := Standard flowsteel armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 1620
Tonnage Space Taken   := 10
Tonnage Structure     := 1500
Cost Minerals         := 280
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Steel Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor I
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Magic)
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor II
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Magic)
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Armor III
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Armor (Magic)
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mithral Armor I
Description           := Mithral armor made of a special ore, stronger and yet lighter than steel. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1622
Tonnage Space Taken   := 5
Tonnage Structure     := 18
Cost Minerals         := 180
Cost Organics         := 10
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mithral Armor
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mithral Armor II
Description           := Mithral armor made of a special ore, stronger and yet lighter than steel. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1622
Tonnage Space Taken   := 5
Tonnage Structure     := 23
Cost Minerals         := 200
Cost Organics         := 10
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mithral Armor
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mithral Armor III
Description           := Mithral armor made of a special ore, stronger and yet lighter than steel. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1622
Tonnage Space Taken   := 5
Tonnage Structure     := 27
Cost Minerals         := 220
Cost Organics         := 10
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mithral Armor
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mithral Armor IV
Description           := Mithral armor made of a special ore, stronger and yet lighter than steel. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1622
Tonnage Space Taken   := 5
Tonnage Structure     := 32
Cost Minerals         := 240
Cost Organics         := 10
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 15
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 5
Tech Area Req 3       := Mithral Armor
Tech Level Req 3      := 4
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantite Armor I
Description           := Armor made of extremely strong and dense adamantite alloys. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1627
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 700
Cost Organics         := 10
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantite Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the extreme rarity of and the difficulty of manufacturing Adamantite, only 3 components may be equipped on any spelljammer.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Adamantite Armor II
Description           := Armor made of extremely strong and dense adamantite alloys. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1627
Tonnage Space Taken   := 10
Tonnage Structure     := 65
Cost Minerals         := 740
Cost Organics         := 10
Cost Radioactives     := 360
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantite Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the extreme rarity of and the difficulty of manufacturing Adamantite, only 3 components may be equipped on any spelljammer.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Adamantite Armor III
Description           := Armor made of extremely strong and dense adamantite alloys. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1627
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 770
Cost Organics         := 10
Cost Radioactives     := 370
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantite Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the extreme rarity of and the difficulty of manufacturing Adamantite, only 3 components may be equipped on any spelljammer.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Adamantite Armor IV
Description           := Armor made of extremely strong and dense adamantite alloys. Unusual properties allow it to absorb all hits against the spelljammer.
Pic Num               := 1627
Tonnage Space Taken   := 10
Tonnage Structure     := 75
Cost Minerals         := 800
Cost Organics         := 10
Cost Radioactives     := 380
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantite Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Unusual properties allow it to absorb all hits against the spelljammer, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the extreme rarity of and the difficulty of manufacturing Adamantite, only 3 components may be equipped on any spelljammer.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor I
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 800
Cost Organics         := 10
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Magic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor II
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 850
Cost Organics         := 10
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Magic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor III
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 900
Cost Organics         := 10
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Magic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Armor IV
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 950
Cost Organics         := 10
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Armor (Magic)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Basic Integrity Field I
Description           := Light basic integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Basic Integrity Field II
Description           := Light basic integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 12
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Basic Integrity Field III
Description           := Light basic integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 14
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Basic Integrity Field IV
Description           := Light basic integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 16
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Integrity Field I
Description           := Light integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 18
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Integrity Field II
Description           := Light integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Integrity Field III
Description           := Light integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 22
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Integrity Field IV
Description           := Light integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 24
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Advanced Integrity Field I
Description           := Light advanced integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 26
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Advanced Integrity Field II
Description           := Light advanced integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 28
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Advanced Integrity Field III
Description           := Light advanced integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Advanced Integrity Field IV
Description           := Light advanced integrity field used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 32
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Unit Basic Integrity Field I
Description           := Light basic integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Basic Integrity Field II
Description           := Light basic integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Basic Integrity Field III
Description           := Light basic integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 7
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Basic Integrity Field IV
Description           := Light basic integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 8
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Integrity Field I
Description           := Light integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 9
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Integrity Field II
Description           := Light integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Integrity Field III
Description           := Light integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 11
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Integrity Field IV
Description           := Light integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 12
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Advanced Integrity Field I
Description           := Light advanced integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 13
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Advanced Integrity Field II
Description           := Light advanced integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 14
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Advanced Integrity Field III
Description           := Light advanced integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Advanced Integrity Field IV
Description           := Light advanced integrity field used to protect a unit from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 18
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Basic Integrity Field I
Description           := Light basic integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Basic Integrity Field II
Description           := Light basic integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Basic Integrity Field III
Description           := Light basic integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Basic Integrity Field IV
Description           := Light basic integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Integrity Field I
Description           := Light integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Integrity Field II
Description           := Light integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Integrity Field III
Description           := Light integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 110
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Integrity Field IV
Description           := Light integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Advanced Integrity Field I
Description           := Light advanced integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 130
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1300
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Advanced Integrity Field II
Description           := Light advanced integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 140
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Advanced Integrity Field III
Description           := Light advanced integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Advanced Integrity Field IV
Description           := Light advanced integrity field used to protect a troop from physical damage.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 160
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Basic Integrity Field I
Description           := Medium basic integrity field used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 23
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Basic Integrity Field II
Description           := Medium basic integrity field used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 14
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 27
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Basic Integrity Field III
Description           := Medium basic integrity field used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 32
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Basic Integrity Field IV
Description           := Medium basic integrity field used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 18
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 36
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Integrity Field I
Description           := Medium integrity field used to protect a ship from physical damage.  Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 21
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 41
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Integrity Field II
Description           := Medium integrity field used to protect a ship from physical damage.  Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 22
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 44
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 22
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Integrity Field III
Description           := Medium integrity field used to protect a ship from physical damage.  Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Integrity Field IV
Description           := Medium integrity field used to protect a ship from physical damage.  Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 27
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 54
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 27
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Advanced Integrity Field I
Description           := Medium advanced integrity field used to protect a ship from physical damage.Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 59
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Advanced Integrity Field II
Description           := Medium advanced integrity field used to protect a ship from physical damage.Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 32
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 63
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 31
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Advanced Integrity Field III
Description           := Medium advanced integrity field used to protect a ship from physical damage.Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 34
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 68
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 34
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medium Advanced Integrity Field IV
Description           := Medium advanced integrity field used to protect a ship from physical damage.Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 204
Tonnage Space Taken   := 3
Tonnage Structure     := 36
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 72
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Basic Integrity Field I
Description           := Heavy basic integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Basic Integrity Field II
Description           := Heavy basic integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Basic Integrity Field III
Description           := Heavy basic integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 35
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Basic Integrity Field IV
Description           := Heavy basic integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Integrity Field I
Description           := Heavy integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 45
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Integrity Field II
Description           := Heavy integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Integrity Field III
Description           := Heavy integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 55
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 55
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Integrity Field IV
Description           := Heavy integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Advanced Integrity Field I
Description           := Heavy advanced integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 65
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 260
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 65
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Advanced Integrity Field II
Description           := Heavy advanced integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 70
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Advanced Integrity Field III
Description           := Heavy advanced integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 75
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 75
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Advanced Integrity Field IV
Description           := Heavy advanced integrity field used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bunker Integrity Field I
Description           := Basic integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 500
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bunker Integrity Field II
Description           := Basic integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 600
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bunker Integrity Field III
Description           := Basic integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 700
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Bunker Integrity Field IV
Description           := Basic integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 800
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Integrity Field I
Description           := Integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 900
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Integrity Field II
Description           := Integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1000
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Integrity Field III
Description           := Integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bunker Integrity Field IV
Description           := Integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Bunker Integrity Field I
Description           := Advanced integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1300
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 260
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Bunker Integrity Field II
Description           := Advanced integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1400
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Bunker Integrity Field III
Description           := Advanced integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1500
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Bunker Integrity Field IV
Description           := Advanced integrity field used to protect a bunker from physical damage.
Pic Num               := 201
Tonnage Space Taken   := 10
Tonnage Structure     := 1600
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Integrity Field I
Description           := Integrity field generated from adamantium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantium Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Integrity Field II
Description           := Integrity field generated from adamantium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantium Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Integrity Field III
Description           := Integrity field generated from adamantium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Adamantium Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quark Integrity Field I
Description           := Quark-based integrity field used to protect a ship from physical damage. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quark Integrity Field II
Description           := Quark-based integrity field used to protect a ship from physical damage. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quark Integrity Field III
Description           := Quark-based integrity field used to protect a ship from physical damage. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quark Integrity Field IV
Description           := Quark-based integrity field used to protect a ship from physical damage. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 15
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 15
Tech Area Req 3       := Advanced Armor
Tech Level Req 3      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Integrity Field I
Description           := Integrity field generated from xentronium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 35
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Integrity Fields
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 35
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Integrity Field II
Description           := Integrity field generated from xentronium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 850
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Integrity Fields
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Integrity Field III
Description           := Integrity field generated from xentronium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Integrity Fields
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 45
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Integrity Field IV
Description           := Integrity field generated from xentronium, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 950
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Integrity Fields
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor I
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor II
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor III
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 14
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Titanium Armor IV
Description           := Light titanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Tritanium Armor I
Description           := Light tritanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 18
Cost Minerals         := 18
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Tritanium Armor II
Description           := Light tritanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Tritanium Armor III
Description           := Light tritanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 22
Cost Minerals         := 22
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Tritanium Armor IV
Description           := Light tritanium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 24
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Zortrium Armor I
Description           := Light zortrium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 26
Cost Minerals         := 26
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Zortrium Armor II
Description           := Light zortrium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 28
Cost Minerals         := 28
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Zortrium Armor III
Description           := Light zortrium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Light Zortrium Armor IV
Description           := Light zortrium armor used to protect a ship from physical damage. It has higher total strength than heavy armor, but is easier to pierce (absorbs a lower percent of hits).
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 32
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6100
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor I
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor II
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor III
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Titanium Armor IV
Description           := Light titanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Tritanium Armor I
Description           := Light tritanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 9
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Tritanium Armor II
Description           := Light tritanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Tritanium Armor III
Description           := Light tritanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Tritanium Armor IV
Description           := Light tritanium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Zortrium Armor I
Description           := Light zortrium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Zortrium Armor II
Description           := Light zortrium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 14
Cost Minerals         := 14
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Zortrium Armor III
Description           := Light zortrium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Unit Zortrium Armor IV
Description           := Light zortrium armor used to protect a unit from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 18
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Drone
Vehicle List Type Description := Ftr\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6105
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor I
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor II
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor III
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Titanium Armor IV
Description           := Light titanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Tritanium Armor I
Description           := Light tritanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Tritanium Armor II
Description           := Light tritanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Tritanium Armor III
Description           := Light tritanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 110
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Tritanium Armor IV
Description           := Light tritanium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Zortrium Armor I
Description           := Light zortrium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 130
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Zortrium Armor II
Description           := Light zortrium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 140
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Zortrium Armor III
Description           := Light zortrium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 150
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Zortrium Armor IV
Description           := Light zortrium armor used to protect a troop from physical damage.
Pic Num               := 723
Tonnage Space Taken   := 100
Tonnage Structure     := 160
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor I
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 23
Cost Minerals         := 23
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor II
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 27
Cost Minerals         := 27
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor III
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 32
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Titanium Armor IV
Description           := Medium titanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 36
Cost Minerals         := 36
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Tritanium Armor I
Description           := Medium tritanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 41
Cost Minerals         := 41
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Tritanium Armor II
Description           := Medium tritanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 44
Cost Minerals         := 44
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Tritanium Armor III
Description           := Medium tritanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Tritanium Armor IV
Description           := Medium tritanium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 724
Tonnage Space Taken   := 3
Tonnage Structure     := 54
Cost Minerals         := 54
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Zortrium Armor I
Description           := Medium zortrium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 59
Cost Minerals         := 59
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Zortrium Armor II
Description           := Medium zortrium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 63
Cost Minerals         := 63
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Zortrium Armor III
Description           := Medium zortrium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 68
Cost Minerals         := 68
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medium Zortrium Armor IV
Description           := Medium zortrium armor used to protect a ship from physical damage. Medium armor is harder to penetrate than light armor and has more endurance than heavy armor.
Pic Num               := 739
Tonnage Space Taken   := 3
Tonnage Structure     := 72
Cost Minerals         := 72
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor I
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor II
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor III
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Titanium Armor IV
Description           := Heavy titanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tritanium Armor I
Description           := Heavy tritanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tritanium Armor II
Description           := Heavy tritanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tritanium Armor III
Description           := Heavy tritanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 110
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Tritanium Armor IV
Description           := Heavy tritanium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Zortrium Armor I
Description           := Heavy zortrium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 130
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Zortrium Armor II
Description           := Heavy zortrium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 140
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Zortrium Armor III
Description           := Heavy zortrium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Heavy Zortrium Armor IV
Description           := Heavy zortrium armor used to protect a ship from physical damage. It has lower total strength than light armor, but is harder to pierce (absorbs a higher percent of hits).
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 160
Cost Minerals         := 320
Cost Organics         := 00
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6102
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 03
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor I
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 500
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor II
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 600
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor III
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 700
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Titanium Bunker Armor IV
Description           := Standard titanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 800
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Titanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tritanium Bunker Armor I
Description           := Standard tritanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 900
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tritanium Bunker Armor II
Description           := Standard tritanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1000
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tritanium Bunker Armor III
Description           := Standard tritanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1100
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tritanium Bunker Armor IV
Description           := Standard tritanium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1200
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tritanium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Zortrium Bunker Armor I
Description           := Standard zortrium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1300
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Zortrium Bunker Armor II
Description           := Standard zortrium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1400
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Zortrium Bunker Armor III
Description           := Standard zortrium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1500
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Zortrium Bunker Armor IV
Description           := Standard zortrium armor used to protect a bunker facility from orbital bombardment.
Pic Num               := 725
Tonnage Space Taken   := 10
Tonnage Structure     := 1600
Cost Minerals         := 320
Cost Organics         := 00
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6107
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zortrium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Alloy I
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Alloy
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Alloy II
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 90
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Alloy
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adamantium Alloy III
Description           := Adamantium armor made of bizarre metal alloys, discovered in ancient alien ruins. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 2
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Adamantium Alloy
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor I
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 15
Tech Area Req 3       := Ablative Alloy
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor II
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 15
Tech Area Req 3       := Ablative Alloy
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor III
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 70
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 15
Tech Area Req 3       := Ablative Alloy
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor IV
Description           := Neutronium armor made of artificially dense steel alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 733
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 30
Cost Organics         := 2
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6103
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 15
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 15
Tech Area Req 3       := Ablative Alloy
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Alloy I
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 70
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Alloy
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Alloy II
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 850
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Alloy
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Alloy III
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Alloy
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Xentronium Alloy IV
Description           := Neutronium-based armor made of artificially dense xentronium alloy into which a "weave" of free neutrons has been pressed. Ultra-dense properties allow it to absorb all hits against the ship.
Pic Num               := 728
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 400
Cost Organics         := 10
Cost Radioactives     := 950
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Three Per Vehicle
General Group         := Armor
Family                := 6104
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Xentronium Alloy
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Ultra-dense properties allow it to absorb all hits against the ship, except those from armor-piercing weapons.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Due to the high levels of radiation surrounding Xentronium, only 3 components may be equipped on any ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor I
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Armor
Tech Level Req 1      := 40
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 10 or less.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor II
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Armor
Tech Level Req 1      := 50
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 20 or less.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor III
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Armor
Tech Level Req 1      := 60
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 30 or less.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stealth Armor I
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 620
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor II
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 1900
Cost Organics         := 0
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor III
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 660
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor IV
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 2100
Cost Organics         := 0
Cost Radioactives     := 680
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Stealth Armor V
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 2200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Stealth Armor VI
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 720
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Stealth Armor VII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 740
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Stealth Armor VIII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 760
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Stealth Armor IX
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 780
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Stealth Armor X
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 2700
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Chameleon Armor I
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 1800
Cost Radioactives     := 620
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Chameleon Armor II
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 0
Cost Organics         := 1900
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Chameleon Armor III
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 660
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Chameleon Armor IV
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 0
Cost Organics         := 2100
Cost Radioactives     := 680
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Chameleon Armor V
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 0
Cost Organics         := 2200
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Chameleon Armor VI
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 0
Cost Organics         := 2300
Cost Radioactives     := 720
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Chameleon Armor VII
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 0
Cost Organics         := 2400
Cost Radioactives     := 740
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Chameleon Armor VIII
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 760
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Chameleon Armor IX
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 0
Cost Organics         := 2600
Cost Radioactives     := 780
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Chameleon Armor X
Description           := Covering which can adapt to shifting electromagnetic radiation waves in such a manner as to appear invisible against the background.
Pic Num               := 869
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 0
Cost Organics         := 2700
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bioluminescent Adaptation
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Darklight Armor I
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 310
Cost Organics         := 310
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Darklight Armor II
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 320
Cost Organics         := 320
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Darklight Armor III
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 330
Cost Organics         := 330
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Darklight Armor IV
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 340
Cost Organics         := 340
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Darklight Armor V
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 350
Cost Organics         := 350
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Darklight Armor VI
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 360
Cost Organics         := 360
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Darklight Armor VII
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 370
Cost Organics         := 370
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Darklight Armor VIII
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 380
Cost Organics         := 380
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Darklight Armor IX
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 390
Cost Organics         := 390
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Darklight Armor X
Description           := Advanced absorbing materials which render a spelljammer nearly invisible.
Pic Num               := 192
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 400
Cost Organics         := 400
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Darklight Armor
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Passive Stealth Field I
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Passive Stealth Field II
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Passive Stealth Field III
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Passive Stealth Field IV
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 680
Cost Organics         := 0
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Passive Stealth Field V
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Passive Stealth Field VI
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 720
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Passive Stealth Field VII
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 740
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Passive Stealth Field VIII
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 760
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Passive Stealth Field IX
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 780
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Passive Stealth Field X
Description           := Field which absorbs passive EM scans, rendering a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Passive Stealth Field
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Stealth Armor I
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 620
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor II
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 1900
Cost Organics         := 0
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor III
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 660
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor IV
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 2100
Cost Organics         := 0
Cost Radioactives     := 680
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Stealth Armor V
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 2200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Stealth Armor VI
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 720
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Stealth Armor VII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 740
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Stealth Armor VIII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 760
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Stealth Armor IX
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 2600
Cost Organics         := 0
Cost Radioactives     := 780
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Stealth Armor X
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 2700
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Alloy
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Stealth Shield I
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Shield II
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Shield III
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Shield IV
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 680
Cost Organics         := 0
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Stealth Shield V
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Stealth Shield VI
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 720
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Stealth Shield VII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 740
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Stealth Shield VIII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 760
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Stealth Shield IX
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 780
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Stealth Shield X
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Shielding
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Chameleon Field I
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 620
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Chameleon Field II
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 0
Cost Organics         := 640
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Chameleon Field III
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 0
Cost Organics         := 660
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Chameleon Field IV
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 0
Cost Organics         := 680
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Chameleon Field V
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Chameleon Field VI
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 0
Cost Organics         := 720
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Chameleon Field VII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 0
Cost Organics         := 740
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Chameleon Field VIII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 0
Cost Organics         := 760
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Chameleon Field IX
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 0
Cost Organics         := 780
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Chameleon Field X
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 663
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Aggressive Bioluminescent Adaptation
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Illusory Armor I
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 310
Cost Organics         := 1800
Cost Radioactives     := 310
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Illusory Armor II
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 320
Cost Organics         := 1900
Cost Radioactives     := 320
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Illusory Armor III
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 330
Cost Organics         := 2000
Cost Radioactives     := 330
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Illusory Armor IV
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 340
Cost Organics         := 2100
Cost Radioactives     := 340
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Illusory Armor V
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 350
Cost Organics         := 2200
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Illusory Armor VI
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 360
Cost Organics         := 2300
Cost Radioactives     := 360
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Illusory Armor VII
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 370
Cost Organics         := 2400
Cost Radioactives     := 370
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Illusory Armor VIII
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 380
Cost Organics         := 2500
Cost Radioactives     := 380
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Illusory Armor IX
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 390
Cost Organics         := 2600
Cost Radioactives     := 390
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Illusory Armor X
Description           := Enchanted armor which can rapidly create minor illusions around the spelljammer, hiding it from actively probing EM sensors.
Pic Num               := 1042
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 400
Cost Organics         := 2700
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Illusory Armor
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Active Stealth Field I
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Active Stealth Field II
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Active Stealth Field III
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Active Stealth Field IV
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 680
Cost Organics         := 0
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Active Stealth Field V
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Active Stealth Field VI
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 720
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Active Stealth Field VII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 740
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Active Stealth Field VIII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 760
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Active Stealth Field IX
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 780
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Active Stealth Field X
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Active Stealth Field
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Stealth Shield I
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 59
Tonnage Structure     := 60
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Shield II
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 58
Tonnage Structure     := 63
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Shield III
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 57
Tonnage Structure     := 66
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Shield IV
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 56
Tonnage Structure     := 69
Cost Minerals         := 680
Cost Organics         := 0
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 4% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Stealth Shield V
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 55
Tonnage Structure     := 72
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Stealth Shield VI
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 54
Tonnage Structure     := 75
Cost Minerals         := 720
Cost Organics         := 0
Cost Radioactives     := 2300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 7
Weapon Type           := None

Name                  := Stealth Shield VII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 53
Tonnage Structure     := 78
Cost Minerals         := 740
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 8
Weapon Type           := None

Name                  := Stealth Shield VIII
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 52
Tonnage Structure     := 81
Cost Minerals         := 760
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 9
Weapon Type           := None

Name                  := Stealth Shield IX
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 51
Tonnage Structure     := 84
Cost Minerals         := 780
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 10
Weapon Type           := None

Name                  := Stealth Shield X
Description           := Sophisticated electromagnetic transceiver that detects incoming EM energy from sensors, and then generates an interference pattern to negate it.
Pic Num               := 200
Tonnage Space Taken   := 50
Tonnage Structure     := 87
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7201
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Generators
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 11
Weapon Type           := None

Name                  := Crystalline Armor I
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor II
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 125
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor III
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 150
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor I
Description           := Crystal lattice armor used to protect a troop or fighter from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Troop, Drone, WeapPlatform
Vehicle List Type Description := Ftr\Trp\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7214
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor II
Description           := Crystal lattice armor used to protect a troop or fighter from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 1
Tonnage Structure     := 9
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Troop, Drone, WeapPlatform
Vehicle List Type Description := Ftr\Trp\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7214
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor III
Description           := Crystal lattice armor used to protect a troop or fighter from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 9
Cost Organics         := 0
Cost Radioactives     := 7
Vehicle Type          := All
Vechicle List Type Override := Fighter, Satellite, Troop, Drone, WeapPlatform
Vehicle List Type Description := Ftr\Trp\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7214
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Screen I
Description           := Generator which creates a magnetic field around a starship preventing damage.
Pic Num               := 196
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7202
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper-Magnetic Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Screen II
Description           := Generator which creates a magnetic field around a starship preventing damage.
Pic Num               := 196
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7202
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper-Magnetic Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Screen III
Description           := Generator which creates a magnetic field around a starship preventing damage.
Pic Num               := 196
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7202
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyper-Magnetic Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator I
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator II
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator III
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator IV
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator V
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VI
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 14
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VIII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 16
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator IX
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 18
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator X
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1050
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 11
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VIII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator IX
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator X
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Phase Physics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier I
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 25
Cost Organics         := 100
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier II
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 37
Cost Organics         := 200
Cost Radioactives     := 37
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier III
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier IV
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 62
Cost Organics         := 400
Cost Radioactives     := 62
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier V
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 500
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier VI
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 87
Cost Organics         := 600
Cost Radioactives     := 87
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 14
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier VII
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 700
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 16
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier VIII
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 112
Cost Organics         := 800
Cost Radioactives     := 112
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 18
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier IX
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 900
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 21
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mana Barrier X
Description           := Magical device which creates an energy field around a spelljammer preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 137
Cost Organics         := 100
Cost Radioactives     := 137
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 23
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier I
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 25
Cost Organics         := 150
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 1
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier II
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 37
Cost Organics         := 300
Cost Radioactives     := 37
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 2
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier III
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 450
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 3
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier IV
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 62
Cost Organics         := 600
Cost Radioactives     := 62
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 4
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier V
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 750
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 5
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier VI
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 87
Cost Organics         := 900
Cost Radioactives     := 87
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 6
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier VII
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 1050
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 7
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier VIII
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 112
Cost Organics         := 1200
Cost Radioactives     := 112
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 8
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 14
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier IX
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 1350
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 9
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ethereal - Mana Barrier X
Description           := Magical device which creates an energy field that cannot be penetrated by ethereal weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 137
Cost Organics         := 1500
Cost Radioactives     := 137
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 10
Tech Area Req 2       := Ethereality
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] ethereal damage from each hit.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 17
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 26
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 27
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 29
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier VII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1050
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 31
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 11
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier VIII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 32
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier IX
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Refractive Energy Barrier X
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator I
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator II
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator III
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator IV
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator V
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VI
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 14
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VIII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 16
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator IX
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 18
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator X
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 1 shield point per round.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 2 shield points per round.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 3 shield points per round.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1050
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 4
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 11
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VIII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 4 shield points per round.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator IX
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator X
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 300
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Phase Dynamics
Tech Level Req 2      := 5
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage from each hit.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 5 shield points per round.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation From Damage
Ability 3 Descr       := Not depleted by weapons fire.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := AI Tag 08
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Megafluxer
Description           := Massive generator based on ancient technology that conducts and magnifies energy transmission in considerably less space than conventional equipment. Creates an energy field that cannot be penetrated by phased weapons. Only one can operate on a ship.
Pic Num               := 247
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Shields
Family                := 5008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High Energy Distribution
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Megafluxer
Description           := Massive generator based on ancient technology that conducts and magnifies energy transmission in considerably less space than conventional equipment. Creates an energy field that cannot be penetrated by phased weapons. Only one can operate on a ship.
Pic Num               := 247
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Shields
Family                := 5008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High Energy Distribution (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Megafluxer
Description           := Massive generator based on ancient technology that conducts and magnifies energy transmission in considerably less space than conventional equipment. Creates an energy field that cannot be penetrated by phased weapons. Only one can operate on a ship.
Pic Num               := 247
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2400
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Shields
Family                := 5008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High Energy Distribution (Magic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Megafluxer
Description           := Massive generator based on ancient technology that conducts and magnifies energy transmission in considerably less space than conventional equipment. Creates an energy field that cannot be penetrated by phased weapons. Only one can operate on a ship.
Pic Num               := 247
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Shields
Family                := 5008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High Energy Distribution (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 340
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Megafluxer
Description           := Massive generator based on ancient technology that conducts and magnifies energy transmission in considerably less space than conventional equipment. Creates an energy field that cannot be penetrated by phased weapons. Only one can operate on a ship.
Pic Num               := 247
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Shields
Family                := 5008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High Energy Distribution (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 20 shield points per round.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 40 shield points per round.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 50 shield points per round.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 60 shield points per round.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 80 shield points per round.
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mana Channeler I
Description           := Magical device that channels more mana into mana barriers the each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 525
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 22 shield points per round.
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mana Channeler II
Description           := Magical device that channels more mana into mana barriers the each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 630
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 44 shield points per round.
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mana Channeler III
Description           := Magical device that channels more mana into mana barriers the each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 735
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 55 shield points per round.
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mana Channeler IV
Description           := Magical device that channels more mana into mana barriers the each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 840
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 66 shield points per round.
Ability 1 Val 1       := 66
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mana Channeler V
Description           := Magical device that channels more mana into mana barriers the each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 945
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Protective Barriers
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 88 shield points per round.
Ability 1 Val 1       := 88
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrier Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 20 shield points per round.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Barrier Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 40 shield points per round.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Barrier Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 50 shield points per round.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Barrier Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 60 shield points per round.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Barrier Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Refractive Energy Barriers
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 80 shield points per round.
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 20 shield points per round.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 220
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 40 shield points per round.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 50 shield points per round.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 60 shield points per round.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 80 shield points per round.
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 100kT worth of cargo space.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 175kT worth of cargo space.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 200kT worth of cargo space.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 157kT worth of cargo space.
Ability 1 Val 1       := 157
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 188kT worth of cargo space.
Ability 1 Val 1       := 188
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 219kT worth of cargo space.
Ability 1 Val 1       := 219
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 250kT worth of cargo space.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1100kT worth of cargo space.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 1650kT worth of cargo space.
Ability 1 Val 1       := 1650
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 1925kT worth of cargo space.
Ability 1 Val 1       := 1925
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2200T worth of cargo space.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1719kT worth of cargo space.
Ability 1 Val 1       := 1719
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 2063kT worth of cargo space.
Ability 1 Val 1       := 2063
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 2406kT worth of cargo space.
Ability 1 Val 1       := 2406
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2750T worth of cargo space.
Ability 1 Val 1       := 2750
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System I
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Golgi Bodies
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 100kT worth of cargo space.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System II
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Golgi Bodies
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System III
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Golgi Bodies
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System IV
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Golgi Bodies
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 175kT worth of cargo space.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System V
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Golgi Bodies
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 200kT worth of cargo space.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System I (AST)
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System II (AST)
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 157kT worth of cargo space.
Ability 1 Val 1       := 157
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System III (AST)
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 188kT worth of cargo space.
Ability 1 Val 1       := 188
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System IV (AST)
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 219kT worth of cargo space.
Ability 1 Val 1       := 219
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Golgi System V (AST)
Description           := System on a starship which creates vacuole systems, where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 250kT worth of cargo space.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System I
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1100kT worth of cargo space.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System II
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System III
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 1650kT worth of cargo space.
Ability 1 Val 1       := 1650
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System IV
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 1925kT worth of cargo space.
Ability 1 Val 1       := 1925
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System V
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2200T worth of cargo space.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System I (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System II (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1719kT worth of cargo space.
Ability 1 Val 1       := 1719
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System III (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 2063kT worth of cargo space.
Ability 1 Val 1       := 2063
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System IV (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 2406kT worth of cargo space.
Ability 1 Val 1       := 2406
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Golgi System V (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2750T worth of cargo space.
Ability 1 Val 1       := 2750
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket I
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1822
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dimensional Pockets
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 100kT worth of cargo space.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket II
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1822
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dimensional Pockets
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket III
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1822
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dimensional Pockets
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket IV
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1822
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dimensional Pockets
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 175kT worth of cargo space.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket  V
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1822
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dimensional Pockets
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 200kT worth of cargo space.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket I (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1821
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket II (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1821
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 157kT worth of cargo space.
Ability 1 Val 1       := 157
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket III (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1821
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 188kT worth of cargo space.
Ability 1 Val 1       := 188
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket IV (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1821
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 219kT worth of cargo space.
Ability 1 Val 1       := 219
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Extra - dimensional Pocket  V (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored.
Pic Num               := 1821
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 250kT worth of cargo space.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket I
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1824
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 0
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 1100kT worth of cargo space.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket II
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1824
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 0
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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket III
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1824
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 0
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 1650kT worth of cargo space.
Ability 1 Val 1       := 1650
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket IV
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1824
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 0
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 1925kT worth of cargo space.
Ability 1 Val 1       := 1925
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket  V
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1824
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 0
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 2200T worth of cargo space.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket I (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1823
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 0
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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket II (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1823
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 0
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 1719kT worth of cargo space.
Ability 1 Val 1       := 1719
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket III (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1823
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 0
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 2063kT worth of cargo space.
Ability 1 Val 1       := 2063
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket IV (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1823
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 0
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 2406kT worth of cargo space.
Ability 1 Val 1       := 2406
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Extra-dimensional Pocket  V (AST)
Description           := Device which links to a special extra-dimensional pocket in which various forms of cargo can be stored in bulk.
Pic Num               := 1823
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 0
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 2750T worth of cargo space.
Ability 1 Val 1       := 2750
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 100kT worth of cargo space.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 175kT worth of cargo space.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 200kT worth of cargo space.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
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   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
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   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 157kT worth of cargo space.
Ability 1 Val 1       := 157
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
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   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 188kT worth of cargo space.
Ability 1 Val 1       := 188
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
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   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 219kT worth of cargo space.
Ability 1 Val 1       := 219
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
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   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 250kT worth of cargo space.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1100kT worth of cargo space.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1650kT worth of cargo space.
Ability 1 Val 1       := 1650
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1925kT worth of cargo space.
Ability 1 Val 1       := 1925
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Containment Fields
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 2200T worth of cargo space.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1719kT worth of cargo space.
Ability 1 Val 1       := 1719
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 2063kT worth of cargo space.
Ability 1 Val 1       := 2063
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 2406kT worth of cargo space.
Ability 1 Val 1       := 2406
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 0
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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 2750T worth of cargo space.
Ability 1 Val 1       := 2750
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 100kT worth of cargo space.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Cargo
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Cargo
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Cargo
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 175kT worth of cargo space.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Cargo
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 200kT worth of cargo space.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 125kT worth of cargo space.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 157kT worth of cargo space.
Ability 1 Val 1       := 157
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 188kT worth of cargo space.
Ability 1 Val 1       := 188
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 219kT worth of cargo space.
Ability 1 Val 1       := 219
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V (AST)
Description           := Area on a starship where cargo can be housed.
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 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   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 250kT worth of cargo space.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 05
Ability 2 Descr       :=
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1100kT worth of cargo space.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 1650kT worth of cargo space.
Ability 1 Val 1       := 1650
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 1925kT worth of cargo space.
Ability 1 Val 1       := 1925
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1678
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2200T worth of cargo space.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay I (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 1
Custom Group          := 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 1375kT worth of cargo space.
Ability 1 Val 1       := 1375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay II (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 2
Custom Group          := 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 1719kT worth of cargo space.
Ability 1 Val 1       := 1719
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay III (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 3
Custom Group          := 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 2063kT worth of cargo space.
Ability 1 Val 1       := 2063
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay IV (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 4
Custom Group          := 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 2406kT worth of cargo space.
Ability 1 Val 1       := 2406
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bulk Cargo Bay V (AST)
Description           := Large area on a starship where cargo can be housed in bulk.
Pic Num               := 1679
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7200
Roman Numeral         := 5
Custom Group          := 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 2750T worth of cargo space.
Ability 1 Val 1       := 2750
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod I
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 200
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2000 supply when used.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod II
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 300
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 4000 supply when used.
Ability 1 Val 1       := 4000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod III
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 400
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 6000 supply when used.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Panel
Description           := Basic solar panel that collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 125 supplies for each star in a system per turn.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 150 supplies for each star in a system per turn.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 175 supplies for each star in a system per turn.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 200 supplies for each star in a system per turn.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 225 supplies for each star in a system per turn.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector VI
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 250 supplies for each star in a system per turn.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast
Description           := Basic chloroplast system that collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 125 supplies for each star in a system per turn.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 150 supplies for each star in a system per turn.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 175 supplies for each star in a system per turn.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 200 supplies for each star in a system per turn.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 225 supplies for each star in a system per turn.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chloroplast System VI
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 250 supplies for each star in a system per turn.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Panel
Description           := Basic astral panel that collects solar energy and converts it into supplies for a ship.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 100 supplies for each astral core in a system per turn.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector I
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 125 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector II
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 150 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector III
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 175 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector IV
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 200 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector V
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 225 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astral Collector VI
Description           := Collects solar astral and converts it into supplies for a spelljammer.
Pic Num               := 1825
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 250 supplies for each astral core in an astral plane per turn.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Panel
Description           := Basic solar panel that collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 125 supplies for each star in a system per turn.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 150 supplies for each star in a system per turn.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 175 supplies for each star in a system per turn.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 200 supplies for each star in a system per turn.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 225 supplies for each star in a system per turn.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector VI
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 250 supplies for each star in a system per turn.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Panel
Description           := Basic solar panel that collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 125 supplies for each star in a system per turn.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 150 supplies for each star in a system per turn.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 175 supplies for each star in a system per turn.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 200 supplies for each star in a system per turn.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 225 supplies for each star in a system per turn.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector VI
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Drone
Vechicle List Type Override := Ship, Drone
Vehicle List Type Description := Ship\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Utilization
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 250 supplies for each star in a system per turn.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Mechanics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Quantum Mechanics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Quantum Mechanics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 80
Tonnage Structure     := 10
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Quantum Mechanics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Quantum Mechanics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay I
Description           := Area on a starship where fighters are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay II
Description           := Area on a starship where fighters are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 2 fighters can be launched per combat turn and 10 fighters can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Swarmer Pods I
Description           := Area on a starship where swarmers are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Swarmers
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover swarmers from space. 1 swarmer can be launched per combat turn and 5 swarmers can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Swarmer Pods II
Description           := Area on a starship where swarmers are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Swarmers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover swarmers from space. 2 swarmers can be launched per combat turn and 10 swarmers can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Monster Gate I
Description           := Area on a spelljammer where astral monsters are bound for service.
Pic Num               := 1828
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Monster Summoning
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can unbind and rebind astral monsters to and from the astral plane. 1 astral monster can be unbound per combat turn and 5 astral monsters can be unbound per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Astral Monster Gate II
Description           := Area on a spelljammer where astral monsters are bound for service.
Pic Num               := 1828
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Monster Summoning
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can unbind and rebind astral monsters to and from the astral plane. 2 astral monsters can be unbound per combat turn and 10 astral monsters can be unbound per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Levincraft Binding Point I
Description           := Area on a starship where levincraft are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Levincraft
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover levincraft from space. 1 levincraft can be launched per combat turn and 5 levincraft can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Levincraft Binding Point II
Description           := Area on a starship where levincraft are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Levincraft
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover levincraft from space. 2 levincraft can be launched per combat turn and 10 levincraft can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay I
Description           := Area on a starship where fighters are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Drones
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay II
Description           := Area on a starship where fighters are launched into space.
Pic Num               := 58
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Drones
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 2 fighters can be launched per combat turn and 10 fighters can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Special mount available to carrier hulls only reduces size by 50%.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psilocybe Appendage
Description           := Appendage which deploys viral spores in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Spores
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay viral spores in space at the rate of 2 per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Glyph Seeder
Description           := Seeds glyphs in the astral plane.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyphs
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can seed glyphs in space at the rate of 2 per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Spike Layer
Description           := Lays energy spikes in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spikes
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay energy spikes in space at the rate of 2 per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Recon Satellite Bay
Description           := Satellite launcher designed for launching reconnaissance satellites.
Pic Num               := 187
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 6200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Satellite Bay I
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 4 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Satellite Bay II
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 5 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Satellite Bay III
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 6 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Recon Spore Seeder
Description           := Spore colony seeder designed for launching reconnaissance spore colonies.
Pic Num               := 187
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 6200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Colonies
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover spore colonies from space. 1 spore colony can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Spore Seeder I
Description           := Lays and recovers spore colonies in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Colonies
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover spore colonies from space. 4 spore colonies can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Spore Seeder II
Description           := Lays and recovers spore colonies in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Colonies
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover spore colonies from space. 5 spore colonies can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Spore Seeder III
Description           := Lays and recovers spore colonies in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Colonies
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover spore colonies from space. 6 spore colonies can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Recon Contingency Bay
Description           := Contingency device launcher designed for launching divination contingency devices.
Pic Num               := 187
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 6200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contingency Devices
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover contingency devices from space. 1 contingency device can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Contingency Bay I
Description           := Lays and recovers contingency devices in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contingency Devices
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover contingency devices from space. 4 contingency devices can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Contingency Bay II
Description           := Lays and recovers contingency devices in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contingency Devices
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover contingency devices from space. 5 contingency devices can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Contingency Bay III
Description           := Lays and recovers contingency devices in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contingency Devices
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover contingency devices from space. 6 contingency devices can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Recon Storm Tether
Description           := Storm seeder designed for launching reconnaissance storms.
Pic Num               := 187
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 6200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Tethering
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover storms from space. 1 storm can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 1
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Tether I
Description           := Lays and recovers storms in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Tethering
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover storms from space. 4 storms can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 4
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Tether II
Description           := Lays and recovers storms in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Tethering
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover storms from space. 5 storms can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 5
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Tether III
Description           := Lays and recovers storms in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Tethering
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover storms from space. 6 storms can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 6
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Recon Satellite Bay
Description           := Satellite launcher designed for launching reconnaissance satellites.
Pic Num               := 187
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 6200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellite Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Weapon Type           := None

Name                  := Satellite Bay I
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellite Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 4 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Satellite Bay II
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellite Drones
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 5 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Satellite Bay III
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellite Drones
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 6 satellites can be launched per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Drone Launcher I
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 120kT worth of cargo space.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher II
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 140kT worth of cargo space.
Ability 2 Val 1       := 140
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher III
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 180kT worth of cargo space.
Ability 2 Val 1       := 180
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher I (AST)
Description           := Launches drones into space.
Pic Num               := 1681
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Advanced Storage Techniques
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 150kT worth of cargo space.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher II (AST)
Description           := Launches drones into space.
Pic Num               := 1681
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Advanced Storage Techniques
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 175kT worth of cargo space.
Ability 2 Val 1       := 175
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher III (AST)
Description           := Launches drones into space.
Pic Num               := 1681
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Advanced Storage Techniques
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 225kT worth of cargo space.
Ability 2 Val 1       := 225
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper I
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper II
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper III
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper IV
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper V
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Filter I
Description           := Wide arc beams for detecting and destroying viral spores in space.
Pic Num               := 1468
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Filtration
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Filter II
Description           := Wide arc beams for detecting and destroying viral spores in space.
Pic Num               := 1468
Tonnage Space Taken   := 70
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Filtration
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Filter III
Description           := Wide arc beams for detecting and destroying viral spores in space.
Pic Num               := 1468
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Filtration
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Filter IV
Description           := Wide arc beams for detecting and destroying viral spores in space.
Pic Num               := 1468
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Filtration
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spore Filter V
Description           := Wide arc beams for detecting and destroying viral spores in space.
Pic Num               := 1468
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spore Filtration
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph Detector I
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Detection
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph Detector II
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Detection
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph Detector III
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Detection
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph Detector IV
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Detection
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Glyph Detector V
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Detection
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Energy Spike Sweeper I
Description           := Wide arc beams for detecting and destroying energy spikes in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spike Sweeping
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Spike Sweeper II
Description           := Wide arc beams for detecting and destroying energy spikes in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spike Sweeping
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Spike Sweeper III
Description           := Wide arc beams for detecting and destroying energy spikes in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spike Sweeping
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Spike Sweeper IV
Description           := Wide arc beams for detecting and destroying energy spikes in space.
Pic Num               := 16
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spike Sweeping
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Energy Spike Sweeper V
Description           := Wide arc beams for detecting and destroying energy spikes in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Spike Sweeping
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper I
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper II
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping Drones
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper III
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping Drones
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper IV
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping Drones
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper V
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mine Sweeping Drones
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Electromagnetic Screening I
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Screening
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Electromagnetic Screening II
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Screening
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Electromagnetic Screening III
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Screening
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Electromagnetic Screening I
Description           := Field generated around a viral spore which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic EM Screening
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Electromagnetic Screening II
Description           := Field generated around a viral spore which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic EM Screening
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Electromagnetic Screening III
Description           := Field generated around a viral spore which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 90
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic EM Screening
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Illusory Mask I
Description           := Field generated around a glyph which hides it from detection by basic scrying magic.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Masking
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Illusory Mask II
Description           := Field generated around a glyph which hides it from detection by basic scrying magic.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 10
Cost Radioactives     := 250
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Masking
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Illusory Mask III
Description           := Field generated around a glyph which hides it from detection by basic scrying magic.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 10
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Glyph Masking
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Electromagnetic Screening I
Description           := Field generated around an energy spike which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spike Screening
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Electromagnetic Screening II
Description           := Field generated around an energy spike which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spike Screening
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Electromagnetic Screening III
Description           := Field generated around an energy spike which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spike Screening
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Electromagnetic Screening I
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Screening
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Electromagnetic Screening II
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Screening
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Electromagnetic Screening III
Description           := Field generated around a mine which screens electromagnetic emissions, hiding it from detection.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drone Screening
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 7500
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 310
Tonnage Structure     := 310
Cost Minerals         := 10000
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 11250
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 12500
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 13750
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 130
Tonnage Structure     := 130
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 110
Tonnage Structure     := 110
Cost Minerals         := 16250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 17500
Cost Organics         := 0
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 18750
Cost Organics         := 0
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Organelle I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 0
Cost Organics         := 5000
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Organelle II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 0
Cost Organics         := 7500
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Organelle III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 310
Tonnage Structure     := 310
Cost Minerals         := 0
Cost Organics         := 10000
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Organelle IV
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 0
Cost Organics         := 11250
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Organelle V
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 12500
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Organelle VI
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 0
Cost Organics         := 13750
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Organelle VII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 130
Tonnage Structure     := 130
Cost Minerals         := 0
Cost Organics         := 15000
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Organelle VIII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 110
Tonnage Structure     := 110
Cost Minerals         := 0
Cost Organics         := 16250
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Organelle IX
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 17500
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Organelle X
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 18750
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Invisibility Sphere I
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 2000
Cost Organics         := 500
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Invisibility Sphere II
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 2500
Cost Organics         := 500
Cost Radioactives     := 7500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Invisibility Sphere III
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 310
Tonnage Structure     := 310
Cost Minerals         := 3000
Cost Organics         := 500
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Invisibility Sphere IV
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 3500
Cost Organics         := 500
Cost Radioactives     := 11250
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Invisibility Sphere V
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 500
Cost Radioactives     := 12500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Invisibility Sphere VI
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 4500
Cost Organics         := 500
Cost Radioactives     := 13750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Invisibility Sphere VII
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 130
Tonnage Structure     := 130
Cost Minerals         := 5000
Cost Organics         := 500
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Invisibility Sphere VIII
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 110
Tonnage Structure     := 110
Cost Minerals         := 5500
Cost Organics         := 500
Cost Radioactives     := 16250
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Invisibility Sphere IX
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 6000
Cost Organics         := 500
Cost Radioactives     := 17500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Invisibility Sphere X
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 6500
Cost Organics         := 500
Cost Radioactives     := 18750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 200
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 360
Tonnage Structure     := 180
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 7500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 180
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 310
Tonnage Structure     := 155
Cost Minerals         := 3500
Cost Organics         := 0
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 155
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 250
Tonnage Structure     := 125
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 11250
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 125
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 12500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 160
Tonnage Structure     := 80
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 13750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 80
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 130
Tonnage Structure     := 65
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 65
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 110
Tonnage Structure     := 55
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 16250
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 55
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 6500
Cost Organics         := 0
Cost Radioactives     := 17500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 50
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 7000
Cost Organics         := 0
Cost Radioactives     := 18750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 50
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 7500
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 310
Tonnage Structure     := 310
Cost Minerals         := 10000
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 11250
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 12500
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 13750
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 130
Tonnage Structure     := 130
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 5500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 110
Tonnage Structure     := 110
Cost Minerals         := 16250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 17500
Cost Organics         := 0
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 18750
Cost Organics         := 0
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Shields
Family                := 26
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 11 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 12
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Organelle I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 50
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Organelle II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Organelle III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Organelle IV
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Organelle V
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Organelle VI
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Organelle VII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Organelle VIII
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Organelle IX
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Organelle X
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 11 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 12
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Invisibility Sphere I
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 40
Cost Organics         := 10
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Invisibility Sphere II
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 10
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Invisibility Sphere III
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Invisibility Sphere IV
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Invisibility Sphere V
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Invisibility Sphere VI
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Invisibility Sphere VII
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Invisibility Sphere VIII
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Invisibility Sphere IX
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 10
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Invisibility Sphere X
Description           := Mage that can cast spells of invisibility on the spelljammer, allowing it to hide from enemy scanning devices.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 120
Cost Organics         := 20
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Invisibility
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 11 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 12
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phase Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 11 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 12
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Cloaking Device IV
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Cloaking Device V
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 6 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 7
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 5 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 5 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Cloaking Device VI
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 6 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 7
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 6 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 7
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 7 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 8
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 6 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 7
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 6 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 7
Weapon Type           := None

Name                  := Cloaking Device VII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 7 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 8
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 7 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 8
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 8 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 9
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 7 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 8
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 7 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 8
Weapon Type           := None

Name                  := Cloaking Device VIII
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 8 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 9
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 8 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 9
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 9 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 10
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 8 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 9
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 8 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 9
Weapon Type           := None

Name                  := Cloaking Device IX
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 9 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 10
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 9 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 10
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 10 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 11
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 9 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 10
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 9 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 10
Weapon Type           := None

Name                  := Cloaking Device X
Description           := Field generated around a mine which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 923
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7206
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Cloaking
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 10 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 11
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 10 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 11
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 11 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 12
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 10 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 11
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 10 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 11
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Computer controlled explosive device capable of destroying the vehicle. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 84
Tonnage Space Taken   := 30
Tonnage Structure     := 60
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Automated explosive system capable of destroying the vehicle. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 84
Tonnage Space Taken   := 30
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Bio-Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Enchanted explosive device capable of destroying the vehicle. This will be used automatically if a spelljammer is successfully boarded, destroying both your spelljammer and the attacking spelljammer.
Pic Num               := 1829
Tonnage Space Taken   := 30
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Horse Summoning
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Computer controlled explosive device capable of destroying the vehicle. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 84
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ionic Impulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Computer controlled explosive device capable of destroying the vehicle. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 84
Tonnage Space Taken   := 30
Tonnage Structure     := 60
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Ionic Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1250
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
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   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 3000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
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   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1250
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 3000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 450 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 525 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 450 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 525 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 450 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 525 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 525
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1250
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 500
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 750
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 1000
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Four Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester I
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester II
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Minerals Harvester III
Description           := Digestive systems which can harvest minerals from asteroids or empty planets remotely.
Pic Num               := 856
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically harvests 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester I
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester II
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organics Harvester III
Description           := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num               := 855
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically harvests 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester II
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Radioactives Harvester III
Description           := Digestive systems which can harvest radioactives from asteroids or empty planets remotely.
Pic Num               := 854
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically harvests 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team I
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team II
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mining Team III
Description           := Remote mining team which can mine asteroids or empty planets remotely and teleport the minerals back to the empire.
Pic Num               := 862
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Minerals Mining
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team I
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team II
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Farming Team III
Description           := Remote farming team which can farm asteroids or empty planets remotely and teleport the organics back to the empire.
Pic Num               := 861
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organics Farming
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team I
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team II
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 2500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Remote Mana Refining Team III
Description           := Remote refining team which can refine mana crystals at asteroids or empty planets remotely and teleport them back to the empire.
Pic Num               := 860
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 3000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mana Harvesting
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 mana crystals from any asteroids or empty planets at those coordinates each turn. Only one spelljammer can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mineral Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Matter Collection
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Radioactives Energy Fabrication
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7211
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 1500
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 200
Cost Organics         := 2000
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7212
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 7213
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Automated Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Bridge
Ability 2 Descr       := Contains a satellite computer core.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a ship to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8996
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -24
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 2000 units of supply.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a ship to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8996
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -19
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 2000 units of supply.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a ship to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8996
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -21
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 2000 units of supply.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a ship to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8996
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -21
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 2000 units of supply.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a ship to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8996
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Nomadic Race
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -24
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 2000 units of supply.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ultra - Recycler Node
Description           := Large Plug-in facility which allows the crew of a base to recover nearly all waste.  (Reduces maintenance to 1%, not including racial modifiers)
Pic Num               := 268
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Base
Supply Amount Used    := 5
Restrictions          := One Per Vehicle
General Group         := Remote Mining
Family                := 8995
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Drastically reduces maintenance costs
Ability 1 Val 1       := -9
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo space.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 4
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 5
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber I
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber II
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber III
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber IV
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber V
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber I
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Forced Evolutionary Advancement
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber II
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Forced Evolutionary Advancement
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber III
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Forced Evolutionary Advancement
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber IV
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Forced Evolutionary Advancement
Tech Level Req 1      := 4
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Evolution Chamber V
Description           := Space-borne facility which develops new evolutionary paths for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 3200
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Forced Evolutionary Advancement
Tech Level Req 1      := 5
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on evolution hives.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library I
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library II
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library III
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library IV
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library V
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library I
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magical Research
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library II
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magical Research
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library III
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magical Research
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library IV
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magical Research
Tech Level Req 1      := 4
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Library V
Description           := Astral researching facility which develops new magic for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magical Research
Tech Level Req 1      := 5
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
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   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
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   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
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   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
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   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
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   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Research
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Research
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Research
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Research
Tech Level Req 1      := 4
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Research
Tech Level Req 1      := 5
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Ability 6 Type        := Phased Shield Generation
Ability 6 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 6 Val 1       := 100
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 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   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab I
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computerized Research
Tech Level Req 1      := 1
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 100 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab II
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computerized Research
Tech Level Req 1      := 2
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 125 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab III
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computerized Research
Tech Level Req 1      := 3
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 150 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab IV
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computerized Research
Tech Level Req 1      := 4
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 175 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Lab V
Description           := High-Tech space-borne researching facility which develops new technology for a society.
Pic Num               := 885
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 3200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Research
Family                := 7216
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computerized Research
Tech Level Req 1      := 5
Tech Area Req 2       := Pirate Race
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 200 research points each turn, unmodified by racial traits.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := Requires a scale mount to be used on research outposts.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Bridge
Ability 3 Descr       := Contains a ship bridge, life support and crew quarters (provides 4 boarding defense).
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Ship Life Support
Ability 4 Descr       :=
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Ship Crew Quarters
Ability 5 Descr       :=
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Research Team I
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 5 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team II
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 10 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team III
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 15 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team I
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Intelligence
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 5 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team II
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Intelligence
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 10 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team III
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Intelligence
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 15 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team I
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Forced Evolutionary Advancement
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 5 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team II
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Forced Evolutionary Advancement
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 10 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team III
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Forced Evolutionary Advancement
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 15 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team I
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Infiltrators
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 5 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team II
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Infiltrators
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 10 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team III
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Infiltrators
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 15 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team I
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Research
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 5 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team II
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Research
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 10 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team III
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Magical Research
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 15 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team I
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Rogue Training
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 5 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team II
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Rogue Training
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 10 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team III
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Rogue Training
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 15 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team I
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Research
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 5 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Research Team II
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 10 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Research Team III
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Research
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 15 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team I
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Intelligence
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 5 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team II
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Intelligence
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 10 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team III
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Intelligence
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 15 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Research Team I
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Computerized Research
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 5 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team II
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Computerized Research
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 10 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Research Team III
Description           := Nomadic researching facility which develops new technology for a society.
Pic Num               := 1152
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Research
Family                := 9000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Computerized Research
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Generates 15 research points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team I
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Intelligence
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 5 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team II
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Intelligence
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 10 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Covert Ops Team III
Description           := Nomadic intelligence gathering unit.
Pic Num               := 1129
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := Ten Per Vehicle
General Group         := Intelligence
Family                := 9010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nomadic Race
Tech Level Req 1      := 1
Tech Area Req 2       := Machine Intelligence
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Generates 15 intelligence points each turn, unmodified by racial attributes.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-static Field Modulator I
Description           := Massive organelle which emits transverse electromagnetic waves, disrupting energy fields (such as shields) throughout the sector.
Pic Num               := 664
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 21000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7203
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Disruption
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sector - Shield Disruption
Ability 1 Descr       := Disrupts 50 shield points from every object in the sector.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-static Field Modulator II
Description           := Massive organelle which emits transverse electromagnetic waves, disrupting energy fields (such as shields) throughout the sector.
Pic Num               := 664
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 22000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7203
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Disruption
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sector - Shield Disruption
Ability 1 Descr       := Disrupts 75 shield points from every object in the sector.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-static Field Modulator III
Description           := Massive organelle which emits transverse electromagnetic waves, disrupting energy fields (such as shields) throughout the sector.
Pic Num               := 664
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 23000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7203
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Disruption
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sector - Shield Disruption
Ability 1 Descr       := Disrupts 100 shield points from every object in the sector.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-static Field Modulator IV
Description           := Massive organelle which emits transverse electromagnetic waves, disrupting energy fields (such as shields) throughout the sector.
Pic Num               := 664
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 24000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7203
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Disruption
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sector - Shield Disruption
Ability 1 Descr       := Disrupts 125 shield points from every object in the sector.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-static Field Modulator V
Description           := Massive organelle which emits transverse electromagnetic waves, disrupting energy fields (such as shields) throughout the sector.
Pic Num               := 664
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 10000
Cost Radioactives     := 25000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7203
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := EM Disruption
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sector - Shield Disruption
Ability 1 Descr       := Disrupts 150 shield points from every object in the sector.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Rail Cannon I
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon II
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon III
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon IV
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon V
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Laser Beam I
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam II
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam III
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam IV
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 20 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam V
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 25 25 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := IR Laser I
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser II
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser III
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser IV
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser V
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VI
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VII
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VIII
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 30 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := X-Ray Laser I
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser II
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser III
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser IV
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser V
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 25 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VI
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VII
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 35 30 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VIII
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 30 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := Graser Beam I
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam II
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam III
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam IV
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam V
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VI
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VII
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VIII
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 55 50 45 40 35 30 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam IX
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 60 55 50 45 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Particle Beam I
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam II
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam III
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam IV
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam V
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam VI
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Phased - Polaron Beam I
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 1
Tech Area Req 2	      := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam II
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam III
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam IV
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam V
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam VI
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 45 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 340
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 420
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 460
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 540
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 580
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 450
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 550
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 60
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Ripper Beam I
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam II
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam III
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam IV
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Anti - Matter Torpedo I
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo II
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo III
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo IV
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo V
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 50 50 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo I
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 17
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo II
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 19
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo III
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 21
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo IV
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 23
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo V
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Hydrogen Bore I
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 71 67 63 59 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := Hydrogen Bore II
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 94 90 86 82 78 74 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := Hydrogen Bore III
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 112 108 104 100 96 92 88 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Fusion Bore I
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 100 100 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Fusion Bore II
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 35
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Fusion Bore III
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 140 140 140 140 140 140 140 140 140 140 140 140 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 40
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 850
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 140 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 170 170 170 170 170 170 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 25
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 950
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 200 200 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 30
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Shredder I
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 120 96 77 62 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 5
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder II
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder III
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 250 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Graviton Hellbore I
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 60 45 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 15
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore II
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 17
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore III
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 135 120 105 90 75 60 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 19
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore IV
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 160 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 21
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore V
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 195 180 165 150 135 120 105 90 75 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 23
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore VI
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 205 190 175 160 145 130 115 100 80 60 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := FS Rail Cannon
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 10000

Name                  := FS Laser Beam
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 7 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 10001

Name                  := FS IR Laser
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 46
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10002

Name                  := FS X-Ray Laser
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 46
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 10003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 9 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10003

Name                  := FS Graser Beam
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 13 12 11 10 9 8 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10004

Name                  := FS Particle Beam
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 24
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 10005

Name                  := FS Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 92
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 132
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 12
Cost Organics         := 120
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 10009

Name                  := FS Ripper Beam
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 32
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 10010

Name                  := FS Anti - Matter Torpedo
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 400
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 10011

Name                  := FS Quantum Torpedo
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 800
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 10011

Name                  := FS Hydrogen Bore
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 56
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 600
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 22 21 20 20 19 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 10012

Name                  := FS Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 400
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 24 24 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 10014

Name                  := FS Graviton Hellbore
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 400
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 41 38 35 32 29 26 23 20 16 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 10015

Name                  := Small Rocket Pods I
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 100
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Small Rocket Pods II
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 200
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Small Rocket Pods III
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 300
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Thermonuclear Missile I
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Thermonuclear Missile II
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Thermonuclear Missile III
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Thermonuclear Missile IV
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Thermonuclear Missile V
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Plasma Missile I
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile II
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile III
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Plasma Missile IV
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Plasma Missile V
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 60

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo II
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo III
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo IV
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo V
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Strike Missile I
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 20 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Strike Missile II
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 35

Name                  := Strike Missile III
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 40

Name                  := Strike Missile IV
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 50 50 50 50 50 50 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 45

Name                  := Strike Missile V
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 50

Name                  := Hardened Missile I
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 51 51 51 51 51 51 51 51 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 60

Name                  := Hardened Missile II
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 64 64 64 64 64 64 64 64 64 64 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 70

Name                  := Hardened Missile III
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 77 77 77 77 77 77 77 77 77 77 77 77 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 80

Name                  := Hardened Missile IV
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 90

Name                  := Hardened Missile V
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 100

Name                  := Decoy Missile I
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 90

Name                  := Decoy Missile II
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 7 7 7 7 7 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 105

Name                  := Decoy Missile III
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 9 9 9 9 9 9 9 9 9 9 9 9 9 9 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 120

Name                  := Decoy Missile IV
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 135

Name                  := Decoy Missile V
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 150

Name                  := Phased - Polaron Missile I
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 480
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Phased-Energy Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Phased - Polaron Missile II
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 510
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Phased-Energy Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 56 56 56 56 56 56 56 56 56 56 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Phased - Polaron Missile III
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Phased-Energy Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 68 68 68 68 68 68 68 68 68 68 68 68 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 50

Name                  := Phased - Polaron Missile IV
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 570
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Phased-Energy Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 79 79 79 79 79 79 79 79 79 79 79 79 79 79 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 55

Name                  := Phased - Polaron Missile V
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Phased-Energy Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 60

Name                  := Graviton Missile I
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 480
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Gravitational Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Graviton Missile II
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 510
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Gravitational Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 80 80 70 70 60 60 50 50 40 40 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Graviton Missile III
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Gravitational Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 95 95 85 85 75 75 65 65 55 55 45 45 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 45

Name                  := Graviton Missile IV
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 570
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Gravitational Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Graviton Missile V
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Gravitational Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 55

Name                  := Longhorn Missile I
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Computer Combat
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Longhorn Missile II
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 670
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Computer Combat
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Longhorn Missile III
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Chaff Missile I
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Point-Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile II
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Point-Defense Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 110 110 110 110 110 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile III
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Point-Defense Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile IV
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Point-Defense Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile V
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Point-Defense Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 11
Weapon Seeker Dmg Res := 10

Name                  := Point - Defense Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 155
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Flak Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 153
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 10
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 15
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 23
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +28% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 28
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +33% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 33
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +38% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Aegis Defense Grid I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Shields
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Shields
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Shields
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Shields
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Shields
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Shields
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Shields
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Shields
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Neutron Cannon I
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neutron Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon II
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neutron Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon III
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neutron Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon IV
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neutron Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon V
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neutron Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Tachyon Projection Cannon I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon II
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon III
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon IV
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon V
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Massive Ionic Disruptor I
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 400 350 300 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor II
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 450 400 350 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor III
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 500 450 400 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 550 500 450 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor V
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Ionic Disruptor I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor II
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor III
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor V
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Pulse Missile I
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Ionic Pulse Missile II
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 25

Name                  := Ionic Pulse Missile III
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Ionic Pulse Missile IV
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 35

Name                  := Ionic Pulse Missile V
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 650 600 550 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 700 650 600 550 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter IV
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 750 700 650 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter V
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 800 750 700 650 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter II
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter III
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter IV
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter V
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 375
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter II
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 35 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter III
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter IV
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 45 45 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter V
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 50 50 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Focal - Implosion Array I
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space-Time Flux Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 140 140 140 140 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 182
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array II
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space-Time Flux Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +75% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 155 155 155 155 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 183
Weapon Modifier       := 75
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array III
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space-Time Flux Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +80% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 184
Weapon Modifier       := 80
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array IV
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space-Time Flux Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +85% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 185 185 185 185 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 185
Weapon Modifier       := 85
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array V
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space-Time Flux Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +90% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 200 200 200 200 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 186
Weapon Modifier       := 90
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Null - Space Projector I
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector II
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector III
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam II
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam III
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam IV
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam V
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 5
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 10
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 20
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam IV
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 40
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam II
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam III
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Ancient Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1400
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer IV
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer V
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 1600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 1600
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 1800
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 2000
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Suicide Assault I
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 400
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault II
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 600
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 400
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault III
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 800
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 600
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Banzai Pod I
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 16
Cost Minerals         := 80
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod II
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 24
Cost Minerals         := 80
Cost Organics         := 160
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod III
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 32
Cost Minerals         := 80
Cost Organics         := 240
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Low Yield Warhead
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 15
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 0
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Sat
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead I
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Sat
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead II
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Sat
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead III
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Sat
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Planet Warhead I
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead II
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead III
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Computer Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus II
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus III
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Planetary Napalm I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm II
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 60
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm III
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 90
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm IV
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm V
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Gamma Bomb I
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb II
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 60
Cost Radioactives     := 450
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb III
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 90
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb IV
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb V
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 150
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Shield Damaging Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb II
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb III
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb IV
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb V
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb II
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb III
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb IV
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb V
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Plague Bomb I
Description           := Bomb used to infect planets with a level 1 plague. The plague is expected to kill an average of 12 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb II
Description           := Bomb used to infect planets with a level 2 plague. The plague is expected to kill an average of 55 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb III
Description           := Bomb used to infect planets with a level 3 plague. The plague is expected to kill an average of 110 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb IV
Description           := Bomb used to infect planets with a level 4 plague. The plague is expected to kill an average of 165 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb V
Description           := Bomb used to infect planets with a level 5 plague. The plague is expected to kill an average of 335 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Smart Bomb (RD) I
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) II
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) III
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (SP) I
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) II
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) III
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Clawed Appendage I
Description           := Appendage equipped with a claw type weapon used to maul other ships.
Pic Num               := 1359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8761
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 8761

Name                  := Clawed Appendage II
Description           := Appendage equipped with a claw type weapon used to maul other ships.
Pic Num               := 1359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 15
Cost Organics         := 40
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8761
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 8761

Name                  := Clawed Appendage III
Description           := Appendage equipped with a claw type weapon used to maul other ships.
Pic Num               := 1359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8761
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 8761

Name                  := Corrosive Clawed Appendage
Description           := Appendage equipped with a claw type weapon enhanced with corrosive acids used to maul other ships.
Pic Num               := 1469
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 60
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8761
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Corrosive Claw Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 25
Weapon Sound          := uranc.wav
Weapon Family         := 8761

Name                  := Spine Thrower I
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8701
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 8701

Name                  := Spine Thrower II
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 170
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8701
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 18 18 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 8701

Name                  := Spine Thrower III
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 220
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8701
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 8701

Name                  := Spine Thrower IV
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 270
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8701
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 8701

Name                  := Spine Thrower V
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 320
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8701
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 27 27 27 27 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 8701

Name                  := Bioelectric Arc Gun I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 140
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8731
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 10 10 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8731

Name                  := Bioelectric Arc Gun II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8731
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 22 12 12 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8731

Name                  := Bioelectric Arc Gun III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 160
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8731
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 14 14 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8731

Name                  := Bioelectric Arc Gun IV
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 170
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8731
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 26 16 16 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8731

Name                  := Bioelectric Arc Gun V
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 180
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8731
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 28 18 18 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8731

Name                  := Electric Discharge I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8732

Name                  := Electric Discharge II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 240
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8732

Name                  := Electric Discharge III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 280
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 8732

Name                  := Lightning Ray I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 320
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 8732

Name                  := Lightning Ray II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 360
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 40 40 30 30 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 8732

Name                  := Lightning Ray III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8732
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 40 40 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 8732

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 340
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 420
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 460
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 540
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 580
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 1
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 450
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 2
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 550
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 60
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Acid Globule I
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule II
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 230
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule III
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 260
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule IV
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 290
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule V
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 320
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule I
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 350
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule II
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 380
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule III
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 410
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 160 160 160 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule IV
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 440
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 180 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule V
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 470
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Fungal Torpedo I
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 15
Cost Organics         := 75
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 32 31 30 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 8721

Name                  := Fungal Torpedo II
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 37 36 35 34 33 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 8721

Name                  := Fungal Torpedo III
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 43 42 41 40 39 38 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 8721

Name                  := Fungal Torpedo IV
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 49 48 47 46 45 44 43 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 8721

Name                  := Fungal Torpedo V
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 54 53 52 51 50 49 48 47 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 8721

Name                  := Corrosive Fungal Torpedo I
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 65 64 63 62 61 60 59 58 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 17
Weapon Sound          := qtorp.wav
Weapon Family         := 8721

Name                  := Corrosive Fungal Torpedo II
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 35
Cost Organics         := 350
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 76 75 74 73 72 71 70 69 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 19
Weapon Sound          := qtorp.wav
Weapon Family         := 8721

Name                  := Corrosive Fungal Torpedo III
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 400
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 87 86 85 84 83 82 81 80 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 21
Weapon Sound          := qtorp.wav
Weapon Family         := 8721

Name                  := Corrosive Fungal Torpedo IV
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 45
Cost Organics         := 450
Cost Radioactives     := 45
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 98 97 96 95 94 93 92 91 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 23
Weapon Sound          := qtorp.wav
Weapon Family         := 8721

Name                  := Corrosive Fungal Torpedo V
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 8721
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 109 108 107 106 105 104 103 102 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 8721

Name                  := Plasma Charge I
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 80 75 70 65 60 55 50 45 40 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 8752

Name                  := Plasma Charge II
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 260
Cost Radioactives     := 520
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 8752

Name                  := Plasma Charge III
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 270
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 8752

Name                  := Plasma Charge IV
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 280
Cost Radioactives     := 560
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 95 90 85 80 75 70 65 60 55 50 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 8752

Name                  := Plasma Charge V
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 290
Cost Radioactives     := 580
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 100 95 90 85 80 75 70 65 60 55 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 8752

Name                  := Hyper - Plasma Bolt I
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 320
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 105 100 95 90 85 80 75 70 65 60 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 8752

Name                  := Hyper - Plasma Bolt II
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 360
Cost Radioactives     := 675
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 110 105 100 95 90 85 80 75 70 65 60 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 8752

Name                  := Hyper - Plasma Bolt III
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 120 115 110 105 100 95 90 85 80 75 70 65 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 8752

Name                  := Hyper - Plasma Bolt IV
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 440
Cost Radioactives     := 825
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 130 125 120 115 110 105 100 95 90 85 80 75 70 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 8752

Name                  := Hyper - Plasma Bolt V
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 480
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8752
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 140 135 130 125 120 115 110 105 100 95 90 85 80 75 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 8752

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 850
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 140 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 170 170 170 170 170 170 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 25
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 950
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 6
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 200 200 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 30
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Shredder I
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 120 96 77 62 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 5
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder II
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder III
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 250 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Nanoparasite Launcher I
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 60 45 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 15
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Nanoparasite Launcher II
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 100
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 17
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Nanoparasite Launcher III
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 150
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 135 120 105 90 75 60 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 19
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Nanoparasite Launcher IV
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 200
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 160 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 21
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Nanoparasite Launcher V
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 250
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 195 180 165 150 135 120 105 90 75 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 23
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Nanoparasite Launcher VI
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 205 190 175 160 145 130 115 100 80 60 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Clawed Appendage I
Description           := Appendage equipped with a claw type weapon used to maul other vehicles.
Pic Num               := 1359
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 1
Cost Organics         := 3
Cost Radioactives     := 0
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 10023

Name                  := Clawed Appendage II
Description           := Appendage equipped with a claw type weapon used to maul other vehicles.
Pic Num               := 1359
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 2
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 10023

Name                  := Clawed Appendage III
Description           := Appendage equipped with a claw type weapon used to maul other vehicles.
Pic Num               := 1359
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 2
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Claw Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := uranc.wav
Weapon Family         := 10023

Name                  := Corrosive Clawed Appendage
Description           := Appendage equipped with a claw type weapon enhanced with corrosive acids used to maul other vehicles.
Pic Num               := 1469
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 2
Cost Organics         := 6
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Corrosive Claw Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 25
Weapon Sound          := uranc.wav
Weapon Family         := 10023

Name                  := FS Spine Thrower
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 64
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 10016

Name                  := FS Bioelectric Arc Gun
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 36
Cost Radioactives     := 8
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10019
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 6 4 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 10019

Name                  := FS Electric Discharge
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 56
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 6 6 4 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 10006

Name                  := FS Lightning Ray
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 10 8 8 6 6 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 10006

Name                  := FS Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 92
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 132
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 12
Cost Organics         := 120
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 10009

Name                  := FS Acid Globule
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 10
Cost Organics         := 64
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 18 18 18 18 18 18 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 10013

Name                  := FS Enveloping Acid Globule
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 10
Cost Organics         := 94
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 10013

Name                  := FS Fungal Torpedo
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 10
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10017
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 400
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 6 5 5 5 5 5 4 4 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 10017

Name                  := FS Corrosive Fungal Torpedo
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 10
Cost Organics         := 100
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10018
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 900
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 11 11 11 11 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 10018

Name                  := FS Plasma Charge
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 58
Cost Radioactives     := 116
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 20 18 18 16 16 14 14 12 12 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 10007

Name                  := FS Hyper - Plasma Bolt
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 96
Cost Radioactives     := 180
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 28 26 26 24 24 22 22 20 20 18 18 16 16 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 10007

Name                  := FS Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 400
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 24 24 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 10014

Name                  := FS Nanoparasite Launcher
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 140
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 400
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 41 38 35 32 29 26 23 20 16 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 10015

Name                  := Seeking Parasite I
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Seeking Parasite II
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 70 70 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Seeking Parasite III
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Seeking Parasite IV
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 45

Name                  := Seeking Parasite V
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo II
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo III
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo IV
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo V
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Strike Parasite I
Description           := Light space-borne parasite designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Strike Parasite II
Description           := Light space-borne parasite designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 275
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 35

Name                  := Strike Parasite III
Description           := Light space-borne parasite designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 90
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 40

Name                  := Strike Parasite IV
Description           := Light space-borne parasite designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 45

Name                  := Strike Parasite V
Description           := Light space-borne parasite designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 50 50 50 50 50 50 50 50 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 50

Name                  := Hardened Parasite I
Description           := Vicious space-born parasite with a tough outer shell which will seek and explode against an enemy target.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 51 51 51 51 51 51 51 51 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 60

Name                  := Hardened Parasite II
Description           := Vicious space-born parasite with a tough outer shell which will seek and explode against an enemy target.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 650
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 70

Name                  := Hardened Parasite III
Description           := Vicious space-born parasite with a tough outer shell which will seek and explode against an enemy target.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 110
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 68 68 68 68 68 68 68 68 68 68 68 68 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 80

Name                  := Hardened Parasite IV
Description           := Vicious space-born parasite with a tough outer shell which will seek and explode against an enemy target.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 140
Cost Organics         := 800
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 77 77 77 77 77 77 77 77 77 77 77 77 77 77 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 90

Name                  := Hardened Parasite V
Description           := Vicious space-born parasite with a tough outer shell which will seek and explode against an enemy target.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 170
Cost Organics         := 900
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 85 85 85 85 85 85 85 85 85 85 85 85 85 85 85 85 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 100

Name                  := Decoy Parasite I
Description           := Impotent space-borne parasite designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the parasite reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 90

Name                  := Decoy Parasite II
Description           := Impotent space-borne parasite designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the parasite reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 25
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 7 7 7 7 7 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 105

Name                  := Decoy Parasite III
Description           := Impotent space-borne parasite designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the parasite reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 9 9 9 9 9 9 9 9 9 9 9 9 9 9 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 120

Name                  := Decoy Parasite IV
Description           := Impotent space-borne parasite designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the parasite reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 35
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 135

Name                  := Decoy Parasite V
Description           := Impotent space-borne parasite designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the parasite reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 150

Name                  := Longhorn Parasite I
Description           := Vicious space-borne parasite armed with a computer virus which destroys any Decentralized Nervous Systems.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Computer Combat
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Longhorn Parasite II
Description           := Vicious space-borne parasite armed with a computer virus which destroys any Decentralized Nervous Systems.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 670
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Computer Combat
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Longhorn Parasite III
Description           := Vicious space-borne parasite armed with a computer virus which destroys any Decentralized Nervous Systems.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 7
Tech Area Req 2       := Organic Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Seeker Hunter I
Description           := Small, fast space-borne parasite designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 20
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Point-Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Seeker Hunter II
Description           := Small, fast space-borne parasite designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 25
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Point-Defense Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 110 110 110 110 110 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Seeker Hunter III
Description           := Small, fast space-borne parasite designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 30
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Point-Defense Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Seeker Hunter IV
Description           := Small, fast space-borne parasite designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 35
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Point-Defense Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Seeker Hunter V
Description           := Small, fast space-borne parasite designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 40
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Point-Defense Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 11
Weapon Seeker Dmg Res := 10

Name                  := Point - Defense Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 155
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 125
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 175
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 225
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Flak Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 153
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 10
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 15
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 23
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 125
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +28% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 28
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 175
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +33% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 33
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 225
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +38% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Aegis Defense Grid I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 125
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 175
Cost Radioactives     := 175
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 225
Cost Radioactives     := 225
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Point-Defense Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Biokinetic Fields
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Neutron Cannon I
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Neutron Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon II
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Neutron Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon III
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Neutron Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon IV
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Neutron Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon V
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Neutron Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Tachyon Projection Cannon I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapon Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon II
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapon Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon III
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapon Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon IV
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapon Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon V
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapon Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Massive Ionic Disruptor I
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 400 350 300 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor II
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 450 400 350 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor III
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 500 450 400 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 550 500 450 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor V
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Ionic Disruptor I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor II
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor III
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor V
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Pulse Missile I
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Ionic Pulse Missile II
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 25

Name                  := Ionic Pulse Missile III
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Ionic Pulse Missile IV
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 35

Name                  := Ionic Pulse Missile V
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Engine Overloading Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 650 600 550 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 700 650 600 550 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter IV
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 750 700 650 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter V
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 800 750 700 650 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps Biokinetic Fields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter II
Description           := Gamma radiation beam which saps Biokinetic Fields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter III
Description           := Gamma radiation beam which saps Biokinetic Fields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 225
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter IV
Description           := Gamma radiation beam which saps Biokinetic Fields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter V
Description           := Gamma radiation beam which saps Biokinetic Fields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 375
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter II
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 35 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter III
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1100
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter IV
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 45 45 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter V
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1500
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Shield Damaging Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 50 50 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Null - Space Projector I
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Null-Space Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector II
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Null-Space Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector III
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Null-Space Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam II
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam III
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam IV
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam V
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 5
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 10
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 20
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam IV
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Tractor\Repulser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 40
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Warp Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam II
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Warp Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam III
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Warp Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Ancient Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 650
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 750
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Organic)
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Organic)
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1400
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer IV
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer V
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 1600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 3
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 1600
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 1800
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 2000
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Suicide Assault I
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 400
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault II
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 600
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 400
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault III
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 800
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 600
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Banzai Pod I
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 16
Cost Minerals         := 80
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Spores
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod II
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 24
Cost Minerals         := 160
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Explosive Spores
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod III
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 32
Cost Minerals         := 240
Cost Organics         := 80
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Explosive Spores
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Computer Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Decentralized Nervous Systems.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Computer Combat
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus II
Description           := Computer virus which is beamed to an enemy ship and then destroys any Decentralized Nervous Systems.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Computer Combat
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus III
Description           := Computer virus which is beamed to an enemy ship and then destroys any Decentralized Nervous Systems.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Computer Combat
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Planetary Napalm I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm II
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 60
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm III
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm IV
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm V
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Gamma Bomb I
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb II
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 60
Cost Organics         := 150
Cost Radioactives     := 450
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb III
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb IV
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 250
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb V
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 300
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Organic Shield Damaging Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb II
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb III
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb IV
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb V
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb II
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb III
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb IV
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb V
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Bioenergetics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Plague Spore I
Description           := Bomb used to infect planets with a level 1 plague. The plague is expected to kill an average of 12 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Spore II
Description           := Bomb used to infect planets with a level 2 plague. The plague is expected to kill an average of 55 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Spore III
Description           := Bomb used to infect planets with a level 3 plague. The plague is expected to kill an average of 110 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Spore IV
Description           := Bomb used to infect planets with a level 4 plague. The plague is expected to kill an average of 165 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Spore V
Description           := Bomb used to infect planets with a level 5 plague. The plague is expected to kill an average of 335 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Viral Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Kamikazi (RD) I
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Resupply Depots on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Kamikazi (RD) II
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Resupply Depots on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Kamikazi (RD) III
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Resupply Depots on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Kamikazi (SP) I
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Spaceports on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Kamikazi (SP) II
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Spaceports on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Kamikazi (SP) III
Description           := Genetically engineered creature which has one purpose in life: to seek out and destroys Spaceports on a planet by ramming into them and thus causing their chemical explosive sacs to detonate.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Biosynthesis
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Magic Missile I
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 8601
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 8601

Name                  := Magic Missile II
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 8601
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 38 38 38 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 8601

Name                  := Magic Missile III
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 8601
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 8601

Name                  := Magic Missile IV
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 8601
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 49 49 49 49 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 8601

Name                  := Magic Missile V
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 8601
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 53 53 53 53 53 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 8601

Name                  := Fist of Stone I
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone II
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone III
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone IV
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone V
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone VI
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone VII
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 270
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone VIII
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone IX
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 330
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fist of Stone X
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 360
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8622
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 8622

Name                  := Fire Spray I
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 8631
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8631

Name                  := Fire Spray II
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 8631
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8631

Name                  := Fire Spray III
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 8631
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8631

Name                  := Fire Spray IV
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 8631
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 25 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8631

Name                  := Fire Spray V
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 275
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 8631
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8631

Name                  := Fire Bolt I
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 275
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt II
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt III
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 325
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 40 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt IV
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt V
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 375
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 50 45 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt VI
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 55 40 25 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt VII
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 425
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt VIII
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 450
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 65 50 35 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt IX
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 475
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 85 70 55 40 25 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Bolt X
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8632
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 75 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8632

Name                  := Fire Ball I
Description           := Offensive spell which directs a ball of fire at its target. Requires a lot of mana and a small amount of flammable material. Without a constant influx of mana, the powerful fire dissipates quickly in the chill of the astral plane.
Pic Num               := 518
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 8633
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20 to hit from area effect
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 60 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8633

Name                  := Fire Ball II
Description           := Offensive spell which directs a ball of fire at its target. Requires a lot of mana and a small amount of flammable material. Without a constant influx of mana, the powerful fire dissipates quickly in the chill of the astral plane.
Pic Num               := 518
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 8633
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20 to hit from area effect
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 80 60 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8633

Name                  := Fire Ball III
Description           := Offensive spell which directs a ball of fire at its target. Requires a lot of mana and a small amount of flammable material. Without a constant influx of mana, the powerful fire dissipates quickly in the chill of the astral plane.
Pic Num               := 518
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 8633
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20 to hit from area effect
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 140 90 70 55 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8633

Name                  := Fire Ball IV
Description           := Offensive spell which directs a ball of fire at its target. Requires a lot of mana and a small amount of flammable material. Without a constant influx of mana, the powerful fire dissipates quickly in the chill of the astral plane.
Pic Num               := 518
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 8633
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20 to hit from area effect
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 160 120 90 70 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8633

Name                  := Fire Ball V
Description           := Offensive spell which directs a ball of fire at its target. Requires a lot of mana and a small amount of flammable material. Without a constant influx of mana, the powerful fire dissipates quickly in the chill of the astral plane.
Pic Num               := 518
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 8633
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20 to hit from area effect
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 180 140 100 80 65 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8633

Name                  := Shock I
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 20
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8641
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8641

Name                  := Shock II
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 25
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8641
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8641

Name                  := Shock III
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 30
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8641
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8641

Name                  := Shock IV
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 35
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8641
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8641

Name                  := Shock V
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 40
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8641
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8641

Name                  := Lightning Bolt I
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 25
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +1% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 1
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt II
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 30
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +1% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 15 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 1
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt III
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 35
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +2% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 2
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt IV
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 40
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +2% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 25 25 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 2
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt V
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 45
Cost Radioactives     := 180
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +3% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 30 30 20 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt VI
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 90
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +3% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 35 35 25 25 15 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt VII
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 60
Cost Radioactives     := 240
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +4% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 40 40 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 4
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt VIII
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 110
Cost Organics         := 70
Cost Radioactives     := 280
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +4% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 55 45 45 35 35 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 4
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt IX
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 80
Cost Radioactives     := 320
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 5
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Lightning Bolt X
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 130
Cost Organics         := 90
Cost Radioactives     := 360
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8642
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 65 55 55 45 45 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 5
Weapon Sound          := apbeam.wav
Weapon Family         := 8642

Name                  := Cone of Cold I
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 12 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 5
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold II
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 435
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +6% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 15 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 6
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold III
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 470
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +7% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 15 20 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 7
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold IV
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 505
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +8% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 15 20 20 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 8
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold V
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +9% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 20 25 30 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 9
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold VI
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 575
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 20 20 25 30 40 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 10
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold VII
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 610
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +11% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 25 30 35 40 50 55 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 11
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold VIII
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 645
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +12% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 25 25 30 40 45 50 60 65 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 12
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold IX
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 670
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +13% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 25 30 35 45 50 55 65 70 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 13
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Cone of Cold X
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 8652
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +14% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 30 35 40 50 55 60 70 75 80 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 14
Weapon Sound          := incn_s.wav
Weapon Family         := 8652

Name                  := Ethereal Lance I
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ethereal Lance II
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ethereal Lance III
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ethereal Lance IV
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ethereal Lance V
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ethereal Lance VI
Description           := Ethereal lance which can penetrate normal Protective Barriers.
Pic Num               := 1831
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ethereal Weaponry
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 45 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 340
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 420
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 460
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 540
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 580
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 1
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 450
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 2
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 550
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 60
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 850
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 140 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 170 170 170 170 170 170 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 25
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 950
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 6
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 200 200 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 30
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Shredder I
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 120 96 77 62 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 5
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder II
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder III
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 250 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Wailing Doom I
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 60 45 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 15
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wailing Doom II
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 17
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wailing Doom III
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 135 120 105 90 75 60 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 19
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wailing Doom IV
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 160 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 21
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wailing Doom V
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 195 180 165 150 135 120 105 90 75 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 23
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wailing Doom VI
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 205 190 175 160 145 130 115 100 80 60 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := FS Magic Missile
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Fighter
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 10016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 10016

Name                  := FS Fist of Stone I
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 42
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 9 9 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 10017

Name                  := FS Fist of Stone II
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 72
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 10017

Name                  := FS Fire Spray
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 4
Cost Radioactives     := 56
Vehicle Type          := Fighter
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 10018
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 9 6 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10018

Name                  := FS Fire Bolt I
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 4
Cost Radioactives     := 76
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 13 10 9 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10019

Name                  := FS Fire Bolt II
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 4
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10019

Name                  := FS Shock
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 14
Cost Organics         := 8
Cost Radioactives     := 36
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10020
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10020

Name                  := FS Lightning Bolt I
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 10
Cost Radioactives     := 36
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +3% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 6 6 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 10021

Name                  := FS Lightning Bolt II
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 26
Cost Organics         := 18
Cost Radioactives     := 72
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 13 13 11 11 9 9 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 5
Weapon Sound          := apbeam.wav
Weapon Family         := 10021

Name                  := FS Cone of Cold I
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 108
Vehicle Type          := Fighter
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 10022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +9% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 3 3 4 5 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 9
Weapon Sound          := incn_s.wav
Weapon Family         := 10022

Name                  := FS Cone of Cold II
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Fighter
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 10022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +14% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 6 7 8 10 11 12 14 15 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 14
Weapon Sound          := incn_s.wav
Weapon Family         := 10022

Name                  := FS Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 92
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 132
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 12
Cost Organics         := 120
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 300
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 10009

Name                  := FS Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 400
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 24 24 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 10014

Name                  := FS Wailing Doom
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 140
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 400
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 41 38 35 32 29 26 23 20 16 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 10015

Name                  := Mephit I
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Mephit II
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 110
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Mephit III
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 140
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Mephit IV
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 170
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Mephit V
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Fire Mephit I
Description           := Summoned creature from the elemental plane of Fire which travels to the target and casts damaging spells upon it. The cold of the Astral Plane slowly drains its strength.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Fire Mephit II
Description           := Summoned creature from the elemental plane of Fire which travels to the target and casts damaging spells upon it. The cold of the Astral Plane slowly drains its strength.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Fire Mephit III
Description           := Summoned creature from the elemental plane of Fire which travels to the target and casts damaging spells upon it. The cold of the Astral Plane slowly drains its strength.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Fire Mephit IV
Description           := Summoned creature from the elemental plane of Fire which travels to the target and casts damaging spells upon it. The cold of the Astral Plane slowly drains its strength.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 160
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Fire Mephit V
Description           := Summoned creature from the elemental plane of Fire which travels to the target and casts damaging spells upon it. The cold of the Astral Plane slowly drains its strength.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 60

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo II
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo III
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo IV
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo V
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Air Mephit I
Description           := Summoned creature from the elemental plane of Air which travels to its target quickly. Air mephits possess fairly weak magic.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 20 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Air Mephit II
Description           := Summoned creature from the elemental plane of Air which travels to its target quickly. Air mephits possess fairly weak magic.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 275
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 35

Name                  := Air Mephit III
Description           := Summoned creature from the elemental plane of Air which travels to its target quickly. Air mephits possess fairly weak magic.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 40

Name                  := Air Mephit IV
Description           := Summoned creature from the elemental plane of Air which travels to its target quickly. Air mephits possess fairly weak magic.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 50 50 50 50 50 50 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 45

Name                  := Air Mephit V
Description           := Summoned creature from the elemental plane of Air which travels to its target quickly. Air mephits possess fairly weak magic.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 50

Name                  := Earth Mephit I
Description           := Summoned creature from the elemental plane of Earth which travels to the target and casts damaging spells upon it. Earth mephits can absorb a lot of damage.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 51 51 51 51 51 51 51 51 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 60

Name                  := Earth Mephit II
Description           := Summoned creature from the elemental plane of Earth which travels to the target and casts damaging spells upon it. Earth mephits can absorb a lot of damage.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 650
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 64 64 64 64 64 64 64 64 64 64 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 70

Name                  := Earth Mephit III
Description           := Summoned creature from the elemental plane of Earth which travels to the target and casts damaging spells upon it. Earth mephits can absorb a lot of damage.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 110
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 77 77 77 77 77 77 77 77 77 77 77 77 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 80

Name                  := Earth Mephit IV
Description           := Summoned creature from the elemental plane of Earth which travels to the target and casts damaging spells upon it. Earth mephits can absorb a lot of damage.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 140
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 90

Name                  := Earth Mephit V
Description           := Summoned creature from the elemental plane of Earth which travels to the target and casts damaging spells upon it. Earth mephits can absorb a lot of damage.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 170
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 100

Name                  := Lesser Mephit I
Description           := Fast summoned elemental creature possessing weak magic which serves better as a decoy than as a destructive force.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 90

Name                  := Lesser Mephit II
Description           := Fast summoned elemental creature possessing weak magic which serves better as a decoy than as a destructive force.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 7 7 7 7 7 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 105

Name                  := Lesser Mephit III
Description           := Fast summoned elemental creature possessing weak magic which serves better as a decoy than as a destructive force.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 9 9 9 9 9 9 9 9 9 9 9 9 9 9 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 120

Name                  := Lesser Mephit IV
Description           := Fast summoned elemental creature possessing weak magic which serves better as a decoy than as a destructive force.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 35
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 135

Name                  := Lesser Mephit V
Description           := Fast summoned elemental creature possessing weak magic which serves better as a decoy than as a destructive force.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 150

Name                  := Shadow Mephit I
Description           := Summoned elemental creature infused with ethereality which travels to the target and casts damaging spells upon it.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 480
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Ethereal Weaponry
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Shadow Mephit II
Description           := Summoned elemental creature infused with ethereality which travels to the target and casts damaging spells upon it.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 510
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Ethereal Weaponry
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 56 56 56 56 56 56 56 56 56 56 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Shadow Mephit III
Description           := Summoned elemental creature infused with ethereality which travels to the target and casts damaging spells upon it.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 540
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Tech Area Req 2       := Ethereal Weaponry
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 68 68 68 68 68 68 68 68 68 68 68 68 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 50

Name                  := Shadow Mephit IV
Description           := Summoned elemental creature infused with ethereality which travels to the target and casts damaging spells upon it.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 570
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Ethereal Weaponry
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 79 79 79 79 79 79 79 79 79 79 79 79 79 79 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 55

Name                  := Shadow Mephit V
Description           := Summoned elemental creature infused with ethereality which travels to the target and casts damaging spells upon it.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 7
Tech Area Req 2       := Ethereal Weaponry
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 60

Name                  := Wailing Mephit I
Description           := Summoned creature which employs sonic magic to cause massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 480
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Magic Weapons - Sonic
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Wailing Mephit II
Description           := Summoned creature which employs sonic magic to cause massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 510
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Magic Weapons - Sonic
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 80 80 70 70 60 60 50 50 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Wailing Mephit III
Description           := Summoned creature which employs sonic magic to cause massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 540
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Tech Area Req 2       := Magic Weapons - Sonic
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 95 95 85 85 75 75 65 65 55 55 45 45 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 45

Name                  := Wailing Mephit IV
Description           := Summoned creature which employs sonic magic to cause massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 570
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Magic Weapons - Sonic
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Wailing Mephit V
Description           := Summoned creature which employs sonic magic to cause massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 7
Tech Area Req 2       := Magic Weapons - Sonic
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 55

Name                  := Longhorn Mephit I
Description           := Summoned creature which uses mental magics to disrupt the ability of any autonomous constructs on the target spelljammer to receive commands.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 640
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Tech Area Req 2       := Disrupt Control
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Longhorn Mephit II
Description           := Summoned creature which uses mental magics to disrupt the ability of any autonomous constructs on the target spelljammer to receive commands.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 670
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Disrupt Control
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Longhorn Mephit III
Description           := Summoned creature which uses mental magics to disrupt the ability of any autonomous constructs on the target spelljammer to receive commands.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 700
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 7
Tech Area Req 2       := Disrupt Control
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Illusion Mephit I
Description           := Summoned elemental creature which uses illusory magic to project an illusion of the target in the mind's eye of another mephit.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 2
Tech Area Req 2       := Magic Point-Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Illusion Mephit II
Description           := Summoned elemental creature which uses illusory magic to project an illusion of the target in the mind's eye of another mephit.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Magic Point-Defense Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 110 110 110 110 110 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Illusion Mephit III
Description           := Summoned elemental creature which uses illusory magic to project an illusion of the target in the mind's eye of another mephit.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Magic Point-Defense Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Illusion Mephit IV
Description           := Summoned elemental creature which uses illusory magic to project an illusion of the target in the mind's eye of another mephit.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 35
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 5
Tech Area Req 2       := Magic Point-Defense Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Illusion Mephit V
Description           := Summoned elemental creature which uses illusory magic to project an illusion of the target in the mind's eye of another mephit.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 6
Tech Area Req 2       := Magic Point-Defense Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 11
Weapon Seeker Dmg Res := 10

Name                  := Point - Defense Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 155
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Flak Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 153
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 10
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 15
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 23
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +28% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 28
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +33% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 33
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +38% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Aegis Defense Grid I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 75
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 125
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 175
Cost Radioactives     := 175
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 225
Cost Radioactives     := 225
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Magic Point-Defense Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Protective Barriers
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Slay Living I
Description           := Anti-life magic kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Necromantic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 178
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Slay Living II
Description           := Anti-life magic kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Necromantic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 178
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Slay Living III
Description           := Anti-life magic kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Necromantic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 179
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Slay Living IV
Description           := Anti-life magic kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Necromantic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 179
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Slay Living V
Description           := Anti-life magic kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Necromantic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 180
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Dispel Evocation I
Description           := Anti-evocation dispel magic used to penetrate mana barriers and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dispel Evocation
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Dispel Evocation II
Description           := Anti-evocation dispel magic used to penetrate mana barriers and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dispel Evocation
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Dispel Evocation III
Description           := Anti-evocation dispel magic used to penetrate mana barriers and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dispel Evocation
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Dispel Evocation IV
Description           := Anti-evocation dispel magic used to penetrate mana barriers and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dispel Evocation
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Dispel Evocation V
Description           := Anti-evocation dispel magic used to penetrate mana barriers and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Dispel Evocation
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Massive Locomotion Disruption I
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 400 350 300 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Locomotion Disruption II
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 2200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 450 400 350 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Locomotion Disruption III
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 2400
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 500 450 400 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Locomotion Disruption IV
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 2600
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 550 500 450 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Locomotion Disruption V
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 2800
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Locomotion Disruption I
Description           := Anti-ionic beam which disrupts propulsion operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Locomotion Disruption II
Description           := Anti-ionic beam which disrupts propulsion operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Locomotion Disruption III
Description           := Anti-ionic beam which disrupts propulsion operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Locomotion Disruption IV
Description           := Anti-ionic beam which disrupts propulsion operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Locomotion Disruption V
Description           := Anti-ionic beam which disrupts propulsion operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Locomotion Disruption Mephit I
Description           := Small demon which tracks enemy spelljammer's locomotive sources and casts disruptive spells upon them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Locomotion Disruption Mephit II
Description           := Small demon which tracks enemy spelljammer's locomotive sources and casts disruptive spells upon them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 25

Name                  := Locomotion Disruption Mephit III
Description           := Small demon which tracks enemy spelljammer's locomotive sources and casts disruptive spells upon them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Locomotion Disruption Mephit IV
Description           := Small demon which tracks enemy spelljammer's locomotive sources and casts disruptive spells upon them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 35

Name                  := Locomotion Disruption Mephit V
Description           := Small demon which tracks enemy spelljammer's locomotive sources and casts disruptive spells upon them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Locomotion Disruption
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Massive Thunder Lance I
Description           := Massive gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Thunder Lance II
Description           := Massive gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 650 600 550 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Thunder Lance III
Description           := Massive gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 700 650 600 550 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Thunder Lance IV
Description           := Massive gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 750 700 650 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Thunder Lance V
Description           := Massive gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 800 750 700 650 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Thunder Lance I
Description           := Gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Thunder Lance II
Description           := Gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Thunder Lance III
Description           := Gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Thunder Lance IV
Description           := Gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Thunder Lance V
Description           := Gamma radiation beam which saps Protective Barriers but does no other damage.
Pic Num               := 1832
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 375
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Dispel Abjuration I
Description           := Dispel magic that is focused on destroying mana barrier devices.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Dispel Abjuration II
Description           := Dispel magic that is focused on destroying mana barrier devices.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 35 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Dispel Abjuration III
Description           := Dispel magic that is focused on destroying mana barrier devices.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Dispel Abjuration IV
Description           := Dispel magic that is focused on destroying mana barrier devices.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 1300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 45 45 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Dispel Abjuration V
Description           := Dispel magic that is focused on destroying mana barrier devices.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrier Disruption
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 50 50 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Chaos Ripple I
Description           := Device which creates a rift to the plane of Chaos at its target.
Pic Num               := 1833
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 800
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chaos Magic
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Chaos Ripple II
Description           := Device which creates a rift to the plane of Chaos at its target.
Pic Num               := 1833
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chaos Magic
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Chaos Ripple III
Description           := Device which creates a rift to the plane of Chaos at its target.
Pic Num               := 1833
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chaos Magic
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Buffeting Winds I
Description           := Strong winds from the elemental plane of Air that push enemy spelljammers away from your spelljammer.
Pic Num               := 1834
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Buffeting Winds II
Description           := Strong winds from the elemental plane of Air that push enemy spelljammers away from your spelljammer.
Pic Num               := 1834
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Buffeting Winds III
Description           := Strong winds from the elemental plane of Air that push enemy spelljammers away from your spelljammer.
Pic Num               := 1834
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Buffeting Winds IV
Description           := Strong winds from the elemental plane of Air that push enemy spelljammers away from your spelljammer.
Pic Num               := 1834
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Buffeting Winds V
Description           := Strong winds from the elemental plane of Air that push enemy spelljammers away from your spelljammer.
Pic Num               := 1834
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Ensnaring Winds I
Description           := Strong winds from the elemental plane of Air that pull enemy spelljammers towards your spelljammer.
Pic Num               := 1835
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 5
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Ensnaring Winds II
Description           := Strong winds from the elemental plane of Air that pull enemy spelljammers towards your spelljammer.
Pic Num               := 1835
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 10
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Ensnaring Winds III
Description           := Strong winds from the elemental plane of Air that pull enemy spelljammers towards your spelljammer.
Pic Num               := 1835
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 20
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Ensnaring Winds IV
Description           := Strong winds from the elemental plane of Air that pull enemy spelljammers towards your spelljammer.
Pic Num               := 1835
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Air
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 40
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Wildsphere I
Description           := Magic which creates a temporary astral gate at the location of the enemy ship.
Pic Num               := 1836
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wildsphere Magic
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wildsphere II
Description           := Magic which creates a temporary astral gate at the location of the enemy ship.
Pic Num               := 1836
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wildsphere Magic
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wildsphere III
Description           := Magic which creates a temporary astral gate at the location of the enemy ship.
Pic Num               := 1836
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wildsphere Magic
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Disrupt Control I
Description           := Mental assault which disrupts the ability of any autonomous constructs to receive commands.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Disrupt Control
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Disrupt Control II
Description           := Mental assault which disrupts the ability of any autonomous constructs to receive commands.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Disrupt Control
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Disrupt Control III
Description           := Mental assault which disrupts the ability of any autonomous constructs to receive commands.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Disrupt Control
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Ancient Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Magic)
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 650
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Magic)
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Magic)
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Magic)
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Magic)
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Prismatic Sphere I
Description           := A vivid sphere of intertwined, clashing colors temporarily stuns or blinds the crew, preventing them from firing weapons. Will not work against Master Computers.
Pic Num               := 1830
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 200
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8661
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Prismatic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 8661

Name                  := Prismatic Sphere II
Description           := A vivid sphere of intertwined, clashing colors temporarily stuns or blinds the crew, preventing them from firing weapons. Will not work against Master Computers.
Pic Num               := 1830
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 200
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8661
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Prismatic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 8661

Name                  := Prismatic Sphere III
Description           := A vivid sphere of intertwined, clashing colors temporarily stuns or blinds the crew, preventing them from firing weapons. Will not work against Master Computers.
Pic Num               := 1830
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 200
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8661
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Prismatic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 8661

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1400
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer IV
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer V
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 1600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 3
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 1600
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 1800
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 2000
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Suicide Assault I
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 400
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault II
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 600
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 400
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault III
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 800
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 600
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Glyphs
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Banzai Pod I
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 16
Cost Minerals         := 10
Cost Organics         := 80
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Glyphs
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod II
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 24
Cost Minerals         := 10
Cost Organics         := 160
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Explosive Glyphs
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod III
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 32
Cost Minerals         := 10
Cost Organics         := 240
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Explosive Glyphs
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Earthquake I
Description           := Devastating tectonic shifts spread across the surface of the planet.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Lesser Elemental Weapons - Earth
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Earthquake II
Description           := Devastating tectonic shifts spread across the surface of the planet.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Lesser Elemental Weapons - Earth
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Earthquake III
Description           := Devastating tectonic shifts spread across the surface of the planet.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Lesser Elemental Weapons - Earth
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Earthquake IV
Description           := Devastating tectonic shifts spread across the surface of the planet.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Lesser Elemental Weapons - Earth
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Earthquake V
Description           := Devastating tectonic shifts spread across the surface of the planet.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Lesser Elemental Weapons - Earth
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 700 700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Thunder Storm I
Description           := Gamma radiation storm directed against planets to destroy protective barriers, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Thunder Storm II
Description           := Gamma radiation storm directed against planets to destroy protective barriers, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 60
Cost Organics         := 150
Cost Radioactives     := 450
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Thunder Storm III
Description           := Gamma radiation storm directed against planets to destroy protective barriers, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 200
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Thunder Storm IV
Description           := Gamma radiation storm directed against planets to destroy protective barriers, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 250
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Thunder Storm V
Description           := Gamma radiation storm directed against planets to destroy protective barriers, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 300
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Barrier Disruption
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Cloudkill I
Description           := This spell generates a bank of fog composed of vapors that are ghastly yellowish green and poisonous.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Elemental Weapons - Air
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Cloudkill II
Description           := This spell generates a bank of fog composed of vapors that are ghastly yellowish green and poisonous.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Elemental Weapons - Air
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Cloudkill III
Description           := This spell generates a bank of fog composed of vapors that are ghastly yellowish green and poisonous.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Elemental Weapons - Air
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Cloudkill IV
Description           := This spell generates a bank of fog composed of vapors that are ghastly yellowish green and poisonous.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 120
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Elemental Weapons - Air
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Cloudkill V
Description           := This spell generates a bank of fog composed of vapors that are ghastly yellowish green and poisonous.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Elemental Weapons - Air
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Contagion I
Description           := Device used to infect planets with a level 1 plague. The plague is expected to kill an average of 12 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contagion
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Contagion II
Description           := Device used to infect planets with a level 2 plague. The plague is expected to kill an average of 55 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 2500
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contagion
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Contagion III
Description           := Device used to infect planets with a level 3 plague. The plague is expected to kill an average of 110 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contagion
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Contagion IV
Description           := Device used to infect planets with a level 4 plague. The plague is expected to kill an average of 165 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 3500
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contagion
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Contagion V
Description           := Device used to infect planets with a level 5 plague. The plague is expected to kill an average of 335 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 4000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Contagion
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Teleported Explosives (RD) I
Description           := Explosive device teleported directly to the location of a Resupply Depot on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Teleported Explosives (RD) II
Description           := Explosive device teleported directly to the location of a Resupply Depot on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Teleported Explosives (RD) III
Description           := Explosive device teleported directly to the location of a Resupply Depot on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Teleported Explosives (SP) I
Description           := Explosive device teleported directly to the location of an Astral Port on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Teleported Explosives (SP) II
Description           := Explosive device teleported directly to the location of an Astral Port on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Teleported Explosives (SP) III
Description           := Explosive device teleported directly to the location of an Astral Port on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Teleportation
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Corrupt I
Description           := Magic which devastates the natural balance of a planet, deteriorating its conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 156
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Corrupt II
Description           := Magic which devastates the natural balance of a planet, deteriorating its conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 157
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Corrupt III
Description           := Magic which devastates the natural balance of a planet, deteriorating its conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Corrupt IV
Description           := Magic which devastates the natural balance of a planet, deteriorating its conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 159
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Corrupt V
Description           := Magic which devastates the natural balance of a planet, deteriorating its conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Elemental Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Necromantic Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 160
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Kinetic Lance I
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8801
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Kinetic Lance II
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8801
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Kinetic Lance III
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8801
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Kinetic Lance IV
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8801
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Kinetic Lance V
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8801
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Maser I
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8841
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8841

Name                  := Maser II
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 165
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8841
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 25 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8841

Name                  := Maser III
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8841
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 30 10 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8841

Name                  := Maser IV
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8841
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 35 15 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8841

Name                  := Maser V
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8841
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 40 20 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8841

Name                  := Pulse Maser I
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 165
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 25 5 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 1
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser II
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 30 10 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 1
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser III
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 00
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 35 15 25 5 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 2
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser IV
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 25 25 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 2
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser V
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 45 25 35 15 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser VI
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 55 25 45 15 35 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser VII
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 60 30 50 20 40 10 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 4
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser VIII
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 65 35 55 25 45 15 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 4
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser IX
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 70 40 60 30 50 20 40 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Pulse Maser X
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8842
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 75 45 65 35 55 25 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 8842

Name                  := Plasma Torch I
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8811
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8811

Name                  := Plasma Torch II
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8811
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8811

Name                  := Plasma Torch III
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8811
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8811

Name                  := Plasma Torch IV
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8811
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 25 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8811

Name                  := Plasma Torch V
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8811
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8811

Name                  := Plasma Cannon I
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon II
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon III
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 40 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon IV
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon V
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 50 45 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon VI
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 55 40 25 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon VII
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon VIII
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 65 50 35 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon IX
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 85 70 55 40 25 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Cannon X
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8812
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 75 60 45 30 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 8812

Name                  := Plasma Storm I
Description           := Heavy cannon which creates a temporary maelstrom of high energy plasma in the target location.
Pic Num               := 788
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8813
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20 to hit from area effect
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 60 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8813

Name                  := Plasma Storm II
Description           := Heavy cannon which creates a temporary maelstrom of high energy plasma in the target location.
Pic Num               := 788
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8813
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20 to hit from area effect
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 80 60 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8813

Name                  := Plasma Storm III
Description           := Heavy cannon which creates a temporary maelstrom of high energy plasma in the target location.
Pic Num               := 788
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8813
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20 to hit from area effect
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 140 90 70 55 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8813

Name                  := Plasma Storm IV
Description           := Heavy cannon which creates a temporary maelstrom of high energy plasma in the target location.
Pic Num               := 788
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8813
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20 to hit from area effect
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 160 120 90 70 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8813

Name                  := Plasma Storm V
Description           := Heavy cannon which creates a temporary maelstrom of high energy plasma in the target location.
Pic Num               := 788
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8813
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20 to hit from area effect
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 180 140 100 80 65 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 72
Weapon Modifier       := 20
Weapon Sound          := incnbeam.wav
Weapon Family         := 8813

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1760
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1920
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2080
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2240
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2560
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2720
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2880
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3040
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1680
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 1
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1920
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 2
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2640
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Matter Beam I
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 38 38 38 38 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Matter Beam II
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 44 44 44 44 44 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Matter Beam III
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Matter Beam IV
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 56 56 56 56 56 56 56 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Matter Beam V
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 62 62 62 62 62 62 62 62 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Heavy Matter Beam I
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Heavy Matter Beam II
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 88 88 88 88 88 88 88 88 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Heavy Matter Beam III
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Heavy Matter Beam IV
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 112 112 112 112 112 112 112 112 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Heavy Matter Beam V
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8821
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 125 125 125 125 125 125 125 125 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1760
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2560
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +10% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +10% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +10% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Slicing Beam I
Description           := Long range beam used to sever ships in half.
Pic Num               := 788
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 8831
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Slicing Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 300 300 300 300 300 300 300 300 300 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Beam
Weapon Display        := 178
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 8831

Name                  := Slicing Beam II
Description           := Long range beam used to sever ships in half.
Pic Num               := 788
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 8831
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Slicing Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 325 325 325 325 325 325 325 325 325 325 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Beam
Weapon Display        := 178
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 8831

Name                  := Slicing Beam III
Description           := Long range beam used to sever ships in half.
Pic Num               := 788
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 8831
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Slicing Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 350 350 350 350 350 350 350 350 350 350 350 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Beam
Weapon Display        := 178
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 8831

Name                  := Slicing Beam IV
Description           := Long range beam used to sever ships in half.
Pic Num               := 788
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 8831
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Slicing Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 375 375 375 375 375 375 375 375 375 375 375 375 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Beam
Weapon Display        := 178
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 8831

Name                  := Slicing Beam V
Description           := Long range beam used to sever ships in half.
Pic Num               := 788
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 8831
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Slicing Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 400 400 400 400 400 400 400 400 400 400 400 400 400 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Beam
Weapon Display        := 178
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 8831

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 35
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 140 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 35
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 170 170 170 170 170 170 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 25
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 35
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 6
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 200 200 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 30
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Shredder I
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 120 96 77 62 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 5
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder II
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder III
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 250 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Point - Defense Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 155
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +35% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +40% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 0
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +45% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +50% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +55% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +60% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +65% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Point-Defense
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Flak Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 153
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +10% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 10
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +15% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 15
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +23% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 23
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +28% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 28
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +33% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 33
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +35% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +38% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := AI Tag 09
Ability 2 Descr       := +40% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Aegis Defense Grid I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +30% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +35% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +40% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +45% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +50% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +55% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +60% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 19
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +65% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Point-Defense Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Refractive Energy Barriers
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Neutron Cannon I
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Neutron Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon II
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Neutron Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon III
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Neutron Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon IV
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Neutron Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon V
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Neutron Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Tachyon Projection Cannon I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Weapon Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon II
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Weapon Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon III
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Weapon Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon IV
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Weapon Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon V
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Weapon Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Massive Ionic Disruptor I
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 400 350 300 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor II
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 450 400 350 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor III
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 500 450 400 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 550 500 450 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor V
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Ionic Disruptor I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Engine Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor II
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Engine Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor III
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Engine Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Engine Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor V
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Engine Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 650 600 550 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 700 650 600 550 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter IV
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 750 700 650 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter V
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 800 750 700 650 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter II
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter III
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter IV
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter V
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter II
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 35 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter III
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter IV
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 45 45 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter V
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Shield Damaging Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 50 50 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Focal - Implosion Array I
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Space-Time Flux Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +70% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 140 140 140 140 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 182
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array II
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Space-Time Flux Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +75% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 155 155 155 155 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 183
Weapon Modifier       := 75
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array III
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Space-Time Flux Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +80% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 184
Weapon Modifier       := 80
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array IV
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Space-Time Flux Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +85% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 185 185 185 185 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 185
Weapon Modifier       := 85
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array V
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Space-Time Flux Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +90% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 200 200 200 200 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 186
Weapon Modifier       := 90
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Quantum Freeze Ray I
Description           := Projector which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Weapons
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Quantum Freeze Ray II
Description           := Projector which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 7200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Weapons
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Quantum Freeze Ray III
Description           := Projector which forces random particles in its target to have exactly zero velocity, thus causing them to be scattered throughout the universe.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 8000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Weapons
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam II
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 380
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam III
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 520
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam IV
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 660
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam V
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +5% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 5
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 380
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +10% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 10
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 520
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +20% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 20
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam IV
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 660
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Tractor\Repulser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := +40% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 40
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Warp Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam II
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Warp Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam III
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Warp Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Ancient Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Energy)
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Energy)
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1450
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1550
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1620
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer IV
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1820
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer V
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1990
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 3
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6390
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 6990
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 7890
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Suicide Assault I
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault II
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Suicide Assault III
Description           := Suicidal marines leap onto the hulls of the enemy and destroy what they can before they die.
Pic Num               := 65
Tonnage Space Taken   := 60
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 6952
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 100
Weapon Sound          := kamiw.wav
Weapon Family         := 952

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1300
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Banzai Pod I
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Energy Explosive Warheads
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod II
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 24
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Energy Explosive Warheads
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Banzai Pod III
Description           := Unstoppable suicide fighters.
Pic Num               := 356
Tonnage Space Taken   := 8
Tonnage Structure     := 32
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 330
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 6951
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Advanced Political Indoctrination
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Energy Explosive Warheads
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Minus
Ability 1 Descr       := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1       := 99
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 951

Name                  := Computer Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Computer Combat
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus II
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Computer Combat
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus III
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Computer Combat
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Planetary Napalm I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 260
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm II
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 420
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm III
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 580
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm IV
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 740
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm V
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Gamma Bomb I
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 530
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb II
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 660
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb III
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 790
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb IV
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 920
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb V
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1150
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Energy Shield Damaging Weapons
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 260
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb II
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 520
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb III
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 760
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb IV
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1040
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb V
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 260
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb II
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 520
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb III
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 780
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb IV
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1040
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb V
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1300
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Electromagnetic Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Plague Bomb I
Description           := Bomb used to infect planets with a level 1 plague. The plague is expected to kill an average of 12 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Biological Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb II
Description           := Bomb used to infect planets with a level 2 plague. The plague is expected to kill an average of 55 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 3500
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Biological Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb III
Description           := Bomb used to infect planets with a level 3 plague. The plague is expected to kill an average of 110 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Biological Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb IV
Description           := Bomb used to infect planets with a level 4 plague. The plague is expected to kill an average of 165 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Biological Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb V
Description           := Bomb used to infect planets with a level 5 plague. The plague is expected to kill an average of 335 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Biological Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Smart Bomb (RD) I
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) II
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) III
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (SP) I
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) II
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) III
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Quantum Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Rail Cannon I
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon II
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon III
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon IV
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Rail Cannon V
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Laser Beam I
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 15 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam II
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam III
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam IV
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 20 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := Laser Beam V
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 25 25 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 800

Name                  := IR Laser I
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser II
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser III
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser IV
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser V
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VI
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VII
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := IR Laser VIII
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 8002
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 30 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 802

Name                  := X-Ray Laser I
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser II
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser III
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser IV
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser V
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 25 20 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VI
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VII
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 35 30 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := X-Ray Laser VIII
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 8003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 30 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 803

Name                  := Graser Beam I
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam II
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam III
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam IV
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam V
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VI
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VII
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam VIII
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 55 50 45 40 35 30 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Graser Beam IX
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 60 55 50 45 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Particle Beam I
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam II
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam III
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam IV
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam V
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Particle Beam VI
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 3

Name                  := Phased - Polaron Beam I
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 1
Tech Area Req 2	      := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam II
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam III
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Energy Stream Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam IV
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Energy Stream Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam V
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Energy Stream Weapons
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 30 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam VI
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Phased-Energy Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Energy Stream Weapons
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 45 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 103
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 340
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 420
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 460
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 540
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 580
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 620
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 660
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 30
Cost Organics         := 450
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 40
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 550
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 60
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Ripper Beam I
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam II
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam III
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam IV
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Anti - Matter Torpedo I
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo II
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo III
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo IV
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Anti - Matter Torpedo V
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 50 50 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo I
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 17
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo II
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 19
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo III
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 21
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo IV
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 23
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo V
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Hydrogen Bore I
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 71 67 63 59 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := Hydrogen Bore II
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 94 90 86 82 78 74 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := Hydrogen Bore III
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 112 108 104 100 96 92 88 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 100

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Fusion Bore I
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 100 100 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Fusion Bore II
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 35
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Fusion Bore III
Description           := Long range high intensity fusion beam.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 140 140 140 140 140 140 140 140 140 140 140 140 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 40
Weapon Sound          := wavegun.wav
Weapon Family         := 101

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 850
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 140 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := Mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 900
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 170 170 170 170 170 170 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 25
Weapon Sound          := Mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 0
Cost Organics         := 950
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 200 200 200 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 30
Weapon Sound          := Mentalg.wav
Weapon Family         := 45

Name                  := Mental Shredder I
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 120 96 77 62 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 5
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder II
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Mental Shredder III
Description           := Psychic attack which overwhelms living minds and turns enemy crew into helpless mental vegetables.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 250
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2200
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 250 200 160 128 102 82 66 52 42 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 2200

Name                  := Graviton Hellbore I
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 60 45 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 15
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore II
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +17% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 17
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore III
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +19% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 135 120 105 90 75 60 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 19
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore IV
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +21% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 160 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 21
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore V
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Does not trigger shields from damage against shielded targets.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 195 180 165 150 135 120 105 90 75 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 23
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore VI
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 205 190 175 160 145 130 115 100 80 60 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := FS Rail Cannon
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 10000

Name                  := FS Laser Beam
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 7 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 10001

Name                  := FS IR Laser
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 46
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 10002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10002

Name                  := FS X-Ray Laser
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 46
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 10003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 9 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10003

Name                  := FS Graser Beam
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 13 12 11 10 9 8 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10004

Name                  := FS Particle Beam
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 24
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 10005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := Mesonb.wav
Weapon Family         := 10005

Name                  := FS Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 92
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 132
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 12
Cost Organics         := 120
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 10009

Name                  := FS Ripper Beam
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 32
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 10010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 10010

Name                  := FS Anti - Matter Torpedo
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 400
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 10011

Name                  := FS Quantum Torpedo
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 800
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 10011

Name                  := FS Hydrogen Bore
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 56
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 600
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 22 21 20 20 19 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 10012

Name                  := FS Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 10014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 400
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 0 24 24 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 10014

Name                  := FS Graviton Hellbore
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 10015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 400
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 41 38 35 32 29 26 23 20 16 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 10015

Name                  := Small Rocket Pods I
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 100
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Small Rocket Pods II
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 200
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Small Rocket Pods III
Description           := Small nuclear missiles used against ships and bases.
Pic Num               := 156
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 300
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 74
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 108

Name                  := Thermonuclear Missile I
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Thermonuclear Missile II
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Thermonuclear Missile III
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Thermonuclear Missile IV
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Thermonuclear Missile V
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Plasma Missile I
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile II
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile III
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Plasma Missile IV
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Plasma Missile V
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 60

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo II
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo III
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo IV
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo V
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Strike Missile I
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 20 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Strike Missile II
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 35

Name                  := Strike Missile III
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 40

Name                  := Strike Missile IV
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 50 50 50 50 50 50 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 45

Name                  := Strike Missile V
Description           := Light missile designed to travel to its target quickly, at the expense of payload strength.
Pic Num               := 483
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 60
Restrictions          := None
General Group         := Weapons
Family                := 2110
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2110
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 50

Name                  := Hardened Missile I
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 51 51 51 51 51 51 51 51 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 60

Name                  := Hardened Missile II
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 64 64 64 64 64 64 64 64 64 64 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 70

Name                  := Hardened Missile III
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 77 77 77 77 77 77 77 77 77 77 77 77 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 80

Name                  := Hardened Missile IV
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 90

Name                  := Hardened Missile V
Description           := Structurally reinforced heavy duty missile with a nuclear warhead.
Pic Num               := 322
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2111
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 102 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2111
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 100

Name                  := Decoy Missile I
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 90

Name                  := Decoy Missile II
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 7 7 7 7 7 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 105

Name                  := Decoy Missile III
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 9 9 9 9 9 9 9 9 9 9 9 9 9 9 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 120

Name                  := Decoy Missile IV
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 135

Name                  := Decoy Missile V
Description           := Hollowed out missile designed to serve as a decoy against enemy flak cannons. Kinetic energy allows a low amount of damage to be done, should the missile reach its target.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2112
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 13 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2112
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 150

Name                  := Phased - Polaron Missile I
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 480
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Phased-Energy Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Phased - Polaron Missile II
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 510
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Phased-Energy Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 56 56 56 56 56 56 56 56 56 56 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Phased - Polaron Missile III
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Phased-Energy Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 68 68 68 68 68 68 68 68 68 68 68 68 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 50

Name                  := Phased - Polaron Missile IV
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 570
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Phased-Energy Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 79 79 79 79 79 79 79 79 79 79 79 79 79 79 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 55

Name                  := Phased - Polaron Missile V
Description           := Phased missile with a nuclear warhead, capable of penetrating non-phased shields.
Pic Num               := 879
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2115
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Machine Phased-Energy Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2115
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 60

Name                  := Graviton Missile I
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 480
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Gravitational Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 60 60 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Graviton Missile II
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 510
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Gravitational Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 80 80 70 70 60 60 50 50 40 40 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Graviton Missile III
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 540
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Gravitational Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 95 95 85 85 75 75 65 65 55 55 45 45 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 45

Name                  := Graviton Missile IV
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 570
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Gravitational Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Graviton Missile V
Description           := Heavy duty missile incasing an intense gravitational sphere. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 1177
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 125
Restrictions          := None
General Group         := Weapons
Family                := 2117
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Machine Gravitational Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 120 120 110 110 100 100 90 90 80 80 70 70 60 60 50 50 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2117
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 55

Name                  := Longhorn Missile I
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 640
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Computer Combat
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Longhorn Missile II
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 670
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Computer Combat
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Longhorn Missile III
Description           := Heavy duty missile armed with a computer virus which destroys any Master Computers.
Pic Num               := 67
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Machine Computer Combat
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2120
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Chaff Missile I
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Machine Point-Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile II
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Point-Defense Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 110 110 110 110 110 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile III
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Point-Defense Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile IV
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Point-Defense Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 10

Name                  := Chaff Missile V
Description           := Small, fast missile designed to intercept incoming seekers and provide a false target for impact.
Pic Num               := 67
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2113
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Point-Defense Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Seekers
Weapon Damage At Rng  := 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170 170
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2113
Weapon Seeker Speed   := 11
Weapon Seeker Dmg Res := 10

Name                  := Point - Defense Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 155
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Point - Defense Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8006
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Fighters
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 806

Name                  := Flak Guns
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 153
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 10
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 15
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +23% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 23
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +28% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 28
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +33% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 33
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +38% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Flak Cannons X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 348
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Aegis Defense Grid I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +30% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +35% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +45% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 45
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VI
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +50% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 50
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 7
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +55% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 55
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid VIII
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 8
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +60% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 60
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid IX
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 9
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +65% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 65
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Aegis Defense Grid X
Description           := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num               := 345
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 8007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Point-Defense Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Electronic Shields
Tech Level Req 2      := 10
Number of Abilities   := 2
Ability 1 Type        := AI Tag 09
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Seekers
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 807

Name                  := Neutron Cannon I
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Neutron Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon II
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Neutron Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon III
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Neutron Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon IV
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Neutron Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Neutron Cannon V
Description           := Intense blast of neutron radiation that kills off living creatures on a ship.
Pic Num               := 1699
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 8004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Neutron Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Security Stations
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 131
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 804

Name                  := Tachyon Projection Cannon I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Weapon Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon II
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Weapon Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon III
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Weapon Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon IV
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Weapon Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon V
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Weapon Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Massive Ionic Disruptor I
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 400 350 300 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor II
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 450 400 350 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor III
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 500 450 400 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 550 500 450 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Massive Ionic Disruptor V
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Ionic Disruptor I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor II
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor III
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor IV
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disruptor V
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Pulse Missile I
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Ionic Pulse Missile II
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 25

Name                  := Ionic Pulse Missile III
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Ionic Pulse Missile IV
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 35

Name                  := Ionic Pulse Missile V
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Engine Overloading Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 600 550 500 450 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 650 600 550 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 700 650 600 550 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter IV
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 750 700 650 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter V
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 2800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 800 750 700 650 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter II
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter III
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter IV
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter V
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 375
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter II
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 35 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter III
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 40 40 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter IV
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 45 45 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter V
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Shield Damaging Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 50 50 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Focal - Implosion Array I
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Space-Time Flux Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +70% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 140 140 140 140 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 182
Weapon Modifier       := 70
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array II
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Space-Time Flux Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +75% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 155 155 155 155 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 183
Weapon Modifier       := 75
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array III
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Space-Time Flux Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +80% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 170 170 170 170 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 184
Weapon Modifier       := 80
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array IV
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Space-Time Flux Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +85% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 185 185 185 185 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 185
Weapon Modifier       := 85
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Focal - Implosion Array V
Description           := A large lens-like field focuses space-time ripples into a destructive flux. Short focal lengths reduce the usable power to harmless levels.
Pic Num               := 775
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 2400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 8008
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Space-Time Flux Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +90% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 0 0 0 0 0 0 0 0 0 200 200 200 200 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 186
Weapon Modifier       := 90
Weapon Sound          := wavegun.wav
Weapon Family         := 808

Name                  := Null - Space Projector I
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Null-Space Weapons
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector II
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Null-Space Weapons
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector III
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Null-Space Weapons
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 0 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam II
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam III
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam IV
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam V
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 5
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 10
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +20% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 20
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam IV
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Tractor\Repulser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +40% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 40
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Warp Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam II
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Warp Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam III
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Warp Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Ancient Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Machine)
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Ancient Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Dampener (Machine)
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener IV
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener V
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 150
Cost Organics         := 1300
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 1
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1400
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer IV
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 170
Cost Organics         := 1500
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 2
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Mental Flailer V
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 190
Cost Organics         := 1600
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 810

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 1600
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 4
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 1800
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 5
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is unaffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 2000
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Telepathy
Tech Level Req 2      := 6
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Tech Area Req 4       := Normal Race
Tech Level Req 4      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Computer Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Computer Combat
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus II
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Computer Combat
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus III
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Computer Combat
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Planetary Napalm I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm II
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 60
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm III
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 90
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm IV
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm V
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Gamma Bomb I
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb II
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 60
Cost Radioactives     := 450
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb III
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 90
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb IV
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 550
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Gamma Bomb V
Description           := Gamma radiation bomb which is dropped from orbit against planets to destroy shields, causing damage to nothing else.
Pic Num               := 1179
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 150
Cost Radioactives     := 600
Vehicle Type          := Ship
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2210
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Machine Shield Damaging Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 2210

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb II
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb III
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb IV
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb V
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Military Theory
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb II
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb III
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb IV
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb V
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Electronics
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Plague Bomb I
Description           := Bomb used to infect planets with a level 1 plague. The plague is expected to kill an average of 12 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Biological Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb II
Description           := Bomb used to infect planets with a level 2 plague. The plague is expected to kill an average of 55 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 2500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Biological Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb III
Description           := Bomb used to infect planets with a level 3 plague. The plague is expected to kill an average of 110 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Biological Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb IV
Description           := Bomb used to infect planets with a level 4 plague. The plague is expected to kill an average of 165 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 3500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Biological Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb V
Description           := Bomb used to infect planets with a level 5 plague. The plague is expected to kill an average of 335 million population per turn.
Pic Num               := 71
Tonnage Space Taken   := 80
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 4000
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Biological Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Smart Bomb (RD) I
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) II
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (RD) III
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (SP) I
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) II
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Smart Bomb (SP) III
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Machine Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Integration
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Rock/Ice Colony - Rock Natives
Description           := Materials needed to start a colony on a rock or ice planet.
Pic Num               := 1299
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Rock Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rock/Gas Colony - Rock Natives
Description           := Materials needed to start a colony on a rock planet or a gas giant.
Pic Num               := 1298
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Rock Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ice/Gas Colony - Rock Natives
Description           := Materials needed to start a colony on an ice planet or a gas giant.
Pic Num               := 1297
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ice Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Rock Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colony - Rock Natives
Description           := Materials needed to start a colony on any planet.
Pic Num               := 1300
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 9600
Cost Organics         := 9600
Cost Radioactives     := 9600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Rock Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Rock Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Gas Giant Colonization - Rock Natives
Tech Level Req 3      := 1
Tech Area Req 4       := Hybrid Colonization
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Colonize Planet - Gas
Ability 3 Descr       := Can colonize a gas giant planet.
Ability 3 Val 1       :=
Ability 3 Val 2       :=
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 20kT worth of cargo space.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on colony ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colony - Rock Natives
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 4000
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colony - Rock Natives
Description           := Materials needed to start a colony on an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colony - Rock Natives
Description           := Materials needed to start a colony orbiting a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization - Rock Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rock/Ice Colony - Ice Natives
Description           := Materials needed to start a colony on a rock or ice planet.
Pic Num               := 1299
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Ice Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rock/Gas Colony - Ice Natives
Description           := Materials needed to start a colony on a rock planet or a gas giant.
Pic Num               := 1298
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Ice Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ice/Gas Colony - Ice Natives
Description           := Materials needed to start a colony on an ice planet or a gas giant.
Pic Num               := 1297
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ice Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Ice Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colony - Ice Natives
Description           := Materials needed to start a colony on any planet.
Pic Num               := 1300
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 9600
Cost Organics         := 9600
Cost Radioactives     := 9600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Rock Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Ice Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Gas Giant Colonization - Ice Natives
Tech Level Req 3      := 1
Tech Area Req 4       := Hybrid Colonization
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Colonize Planet - Gas
Ability 3 Descr       := Can colonize a gas giant planet.
Ability 3 Val 1       :=
Ability 3 Val 2       :=
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 20kT worth of cargo space.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on colony ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colony - Ice Natives
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colony - Ice Natives
Description           := Materials needed to start a colony on an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 4000
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colony - Ice Natives
Description           := Materials needed to start a colony orbiting a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization - Ice Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rock/Ice Colony - Gas Natives
Description           := Materials needed to start a colony on a rock or ice planet.
Pic Num               := 1299
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Gas Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rock/Gas Colony - Gas Natives
Description           := Materials needed to start a colony on a rock planet or a gas giant.
Pic Num               := 1298
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rock Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Gas Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Ice/Gas Colony - Gas Natives
Description           := Materials needed to start a colony on an ice planet or a gas giant.
Pic Num               := 1297
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8800
Cost Organics         := 8800
Cost Radioactives     := 8800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ice Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Gas Giant Colonization - Gas Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Hybrid Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Gas
Ability 2 Descr       := Can colonize a gas giant planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 20kT worth of cargo space.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Star - Unstable
Ability 4 Descr       := Requires a scale mount to be used on colony ships.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colony - Gas Natives
Description           := Materials needed to start a colony on any planet.
Pic Num               := 1300
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 9600
Cost Organics         := 9600
Cost Radioactives     := 9600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Rock Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization - Gas Natives
Tech Level Req 2      := 1
Tech Area Req 3       := Gas Giant Colonization - Gas Natives
Tech Level Req 3      := 1
Tech Area Req 4       := Hybrid Colonization
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       :=
Ability 2 Val 2       :=
Ability 3 Type        := Colonize Planet - Gas
Ability 3 Descr       := Can colonize a gas giant planet.
Ability 3 Val 1       :=
Ability 3 Val 2       :=
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 20kT worth of cargo space.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Ability 5 Type        := Star - Unstable
Ability 5 Descr       := Requires a scale mount to be used on colony ships.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colony - Gas Natives
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colony - Gas Natives
Description           := Materials needed to start a colony on an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 8000
Cost Radioactives     := 8000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colony - Gas Natives
Description           := Materials needed to start a colony orbiting a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 3000
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 4000
Cost Radioactives     := 4000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization - Gas Natives
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Star - Unstable
Ability 3 Descr       := Requires a scale mount to be used on colony ships.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rock Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 10
Ability 1 Descr       := AI tag for rock colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ice Planet Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 11
Ability 1 Descr       := AI tag for ice colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gas Giant Colonization - Rock Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 12
Ability 1 Descr       := AI tag for gas colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rock Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 10
Ability 1 Descr       := AI tag for rock colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ice Planet Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 11
Ability 1 Descr       := AI tag for ice colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gas Giant Colonization - Ice Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 12
Ability 1 Descr       := AI tag for gas colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rock Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 10
Ability 1 Descr       := AI tag for rock colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ice Planet Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 11
Ability 1 Descr       := AI tag for ice colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Atmospheric Probes
Description           := Component designed to compel the AI to not design colony ships prematurely.
Pic Num               := 52
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gas Giant Colonization - Gas Natives
Tech Level Req 1      := 1
Tech Area Req 2       := AI Empire
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 12
Ability 1 Descr       := AI tag for gas colony ships.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Weapon Type           := None

Name                  := Small Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a small ringworld.
Pic Num               := 1687
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 25000
Cost Organics         := 25000
Cost Radioactives     := 25000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a small ringworld around a star. Must be in same sector as the star. Must be in same sector as the star.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 6000kT of Small Gravity Plating present at location (6 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 6000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 6000kT of Small Hyper-Dense Cables present at location (6 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 6000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a small ringworld.
Pic Num               := 1687
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 50000
Cost Organics         := 50000
Cost Radioactives     := 50000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a small ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 6000kT of Small Gravity Plating present at location (6 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 6000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 6000kT of Small Hyper-Dense Cables present at location (6 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 6000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a small ringworld.
Pic Num               := 1687
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 50000
Cost Organics         := 50000
Cost Radioactives     := 50000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a small ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 6000kT of Small Gravity Plating present at location (6 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 6000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 6000kT of Small Hyper-Dense Cables present at location (6 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 6000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a small ringworld.
Pic Num               := 1687
Tonnage Space Taken   := 1000
Tonnage Structure     := 500
Cost Minerals         := 25000
Cost Organics         := 25000
Cost Radioactives     := 25000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a small ringworld around a star. Must be in same sector as the star. Must be in same sector as the star.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 6000kT of Small Gravity Plating present at location (6 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 6000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 6000kT of Small Hyper-Dense Cables present at location (6 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 6000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 500
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Small Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a small ringworld.
Pic Num               := 1687
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 25000
Cost Organics         := 25000
Cost Radioactives     := 25000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a small ringworld around a star. Must be in same sector as the star. Must be in same sector as the star.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 6000kT of Small Gravity Plating present at location (6 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 6000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 6000kT of Small Hyper-Dense Cables present at location (6 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 6000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a medium ringworld.
Pic Num               := 1688
Tonnage Space Taken   := 1500
Tonnage Structure     := 1500
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a medium ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Small Gravity Plating present at location (10 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Small Hyper-Dense Cables present at location (10 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 10000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a medium ringworld.
Pic Num               := 1688
Tonnage Space Taken   := 1500
Tonnage Structure     := 1500
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a medium ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Small Gravity Plating present at location (10 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Small Hyper-Dense Cables present at location (10 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 10000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a medium ringworld.
Pic Num               := 1688
Tonnage Space Taken   := 1500
Tonnage Structure     := 1500
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a medium ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Small Gravity Plating present at location (10 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Small Hyper-Dense Cables present at location (10 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 10000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a medium ringworld.
Pic Num               := 1688
Tonnage Space Taken   := 1500
Tonnage Structure     := 750
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a medium ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Small Gravity Plating present at location (10 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Small Hyper-Dense Cables present at location (10 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 10000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 750
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Medium Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a medium ringworld.
Pic Num               := 1688
Tonnage Space Taken   := 1500
Tonnage Structure     := 1500
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a medium ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Small Gravity Plating present at location (10 components).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Small Hyper-Dense Cables present at location (10 components).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 10000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Large Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ringworld.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 75000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 30000kT of Gravity Plating present at location (15 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 30000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 30000kT of Hyper-Dense Cables present at location (15 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 30000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Large Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ringworld.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 75000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 30000kT of Gravity Plating present at location (15 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 30000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 30000kT of Hyper-Dense Cables present at location (15 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 30000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Large Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ringworld.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 75000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 30000kT of Gravity Plating present at location (15 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 30000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 30000kT of Hyper-Dense Cables present at location (15 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 30000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Large Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ringworld.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 75000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 30000kT of Gravity Plating present at location (15 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 30000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 30000kT of Hyper-Dense Cables present at location (15 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 30000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 1000
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Large Ringworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ringworld.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 75000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 30000kT of Gravity Plating present at location (15 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 30000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 30000kT of Hyper-Dense Cables present at location (15 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 30000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sphereworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 3000
Cost Minerals         := 100000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 60000kT of Gravity Plating present at location (30 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 60000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 60000kT of Hyper-Dense Cables present at location (30 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 60000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sphereworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 3000
Cost Minerals         := 100000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 60000kT of Gravity Plating present at location (30 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 60000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 60000kT of Hyper-Dense Cables present at location (30 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 60000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sphereworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 3000
Cost Minerals         := 100000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 60000kT of Gravity Plating present at location (30 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 60000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 60000kT of Hyper-Dense Cables present at location (30 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 60000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Sphereworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 1500
Cost Minerals         := 100000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 60000kT of Gravity Plating present at location (30 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 60000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 60000kT of Hyper-Dense Cables present at location (30 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 60000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Ability 5 Type        := Phased Shield Generation
Ability 5 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 5 Val 1       := 1500
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Sphereworld Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 3000
Cost Minerals         := 100000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. Must be in same sector as the star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 60000kT of Gravity Plating present at location (30 components).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 60000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 60000kT of Hyper-Dense Cables present at location (30 components).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 60000
Ability 4 Type        := Colonize Planet - Rock
Ability 4 Descr       := Can not be added in a retrofit from a design that does not have an artificial world generator on it already.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10052
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10052
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10052
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 500
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10052
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10052
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10053
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10053
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10053
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 500
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10053
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 20000
Cost Organics         := 20000
Cost Radioactives     := 20000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10053
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 30000
Cost Organics         := 30000
Cost Radioactives     := 30000
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10054
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10054
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10054
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 500
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10054
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 1685
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10054
Roman Numeral         := 0
Custom Group          := 3
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10055
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10055
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10055
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 500
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10055
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 1686
Tonnage Space Taken   := 1000
Tonnage Structure     := 1000
Cost Minerals         := 40000
Cost Organics         := 40000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 10055
Roman Numeral         := 0
Custom Group          := 4
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Small and Medium Ringworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Organic Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Astral Reformation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Energy Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 60000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Machine Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Only useable to construct Large Ringworlds and Sphereworlds.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 20000
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Neutralize Wildspace
Description           := Magic which dissipates wildspace disruptions (storms) in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 5000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wildspace Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 10000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 20000
Cost Radioactives     := 10000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Disrupt Space
Description           := Magic which create wildspace disruptions (storms) in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 10000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Wildspace Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 10000
Vehicle Type          := Ship
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 50000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 60000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 0
Cost Organics         := 70000
Cost Radioactives     := 50000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 80000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Core Disruption I
Description           := Powerful magic which disrupts the elemental core of a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 40000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Core Disruption II
Description           := Powerful magic which disrupts the elemental core of a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 0
Cost Organics         := 50000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Core Disruption III
Description           := Powerful magic which disrupts the elemental core of a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 60000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 150
Tonnage Structure     := 75
Cost Minerals         := 40000
Cost Organics         := 0
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 75
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 125
Tonnage Structure     := 63
Cost Minerals         := 50000
Cost Organics         := 0
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 62
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 50000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 80000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 60000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 20000
Cost Organics         := 80000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 20000
Cost Organics         := 70000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 20000
Cost Organics         := 60000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Organic)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planet Shape I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 20000
Cost Organics         := 40000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planet Shape II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 20000
Cost Organics         := 40000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planet Shape III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 20000
Cost Organics         := 40000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Shaping
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 40000
Cost Organics         := 20000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 175
Tonnage Structure     := 88
Cost Minerals         := 40000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 87
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 150
Tonnage Structure     := 75
Cost Minerals         := 40000
Cost Organics         := 20000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Energy)
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 75
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 80000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 60000
Cost Organics         := 20000
Cost Radioactives     := 40000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Manipulation (Machine)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 50000
Cost Organics         := 0
Cost Radioactives     := 25000
Vehicle Type          := Ship
Supply Amount Used    := 950
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 45000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 65000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 0
Cost Organics         := 50000
Cost Radioactives     := 25000
Vehicle Type          := Ship
Supply Amount Used    := 950
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 45000
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gate Collapser I
Description           := Gravitational beam which closes an active astral gate.
Pic Num               := 40
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size astral gate.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gate Collapser II
Description           := Gravitational beam which closes an active astral gate.
Pic Num               := 40
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 0
Cost Organics         := 25000
Cost Radioactives     := 50000
Vehicle Type          := Ship
Supply Amount Used    := 950
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size astral gate.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gate Collapser III
Description           := Gravitational beam which closes an active astral gate.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 0
Cost Organics         := 20000
Cost Radioactives     := 45000
Vehicle Type          := Ship
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size astral gate.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 250
Tonnage Structure     := 125
Cost Minerals         := 25000
Cost Organics         := 0
Cost Radioactives     := 50000
Vehicle Type          := Ship
Supply Amount Used    := 950
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 125
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 0
Cost Radioactives     := 45000
Vehicle Type          := Ship
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 50000
Cost Organics         := 0
Cost Radioactives     := 25000
Vehicle Type          := Ship
Supply Amount Used    := 950
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 45000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 75000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 60000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 65000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 70000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 75000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 80000
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Organic)
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planar Gate I
Description           := Magic capable of creating a gate between nearby astral planes (systems).
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a planar gate out to a plane 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planar Gate II
Description           := Magic capable of creating a gate between nearby astral planes (systems).
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a planar gate out to a plane 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planar Gate III
Description           := Magic capable of creating a gate between nearby astral planes (systems).
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a planar gate out to a plane 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planar Gate IV
Description           := Magic capable of creating a gate between nearby astral planes (systems).
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 75000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a planar gate out to a plane 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Planar Gate V
Description           := Magic capable of creating a gate between nearby astral planes (systems).
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 0
Cost Organics         := 30000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Astral Gate Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a planar gate out to a plane 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 75000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 150
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Energy)
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 75000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Manipulation (Machine)
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo I
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 500
Tonnage Structure     := 250
Cost Minerals         := 150000
Cost Organics         := 70000
Cost Radioactives     := 150000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo II
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 450
Tonnage Structure     := 250
Cost Minerals         := 125000
Cost Organics         := 60000
Cost Radioactives     := 125000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo III
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 400
Tonnage Structure     := 250
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo I
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 500
Tonnage Structure     := 250
Cost Minerals         := 70000
Cost Organics         := 150000
Cost Radioactives     := 150000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo II
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 450
Tonnage Structure     := 250
Cost Minerals         := 60000
Cost Organics         := 125000
Cost Radioactives     := 125000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo III
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 400
Tonnage Structure     := 250
Cost Minerals         := 50000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planar Core Disruption I
Description           := Elemental disruption magic which disrupts all elemental balance in a planar core (star), destroying it. The resulting explosion will destroy all planets and ships within the local astral plane.
Pic Num               := 61
Tonnage Space Taken   := 500
Tonnage Structure     := 250
Cost Minerals         := 70000
Cost Organics         := 150000
Cost Radioactives     := 150000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planar Core Disruption II
Description           := Elemental disruption magic which disrupts all elemental balance in a planar core (star), destroying it. The resulting explosion will destroy all planets and ships within the local astral plane.
Pic Num               := 61
Tonnage Space Taken   := 450
Tonnage Structure     := 250
Cost Minerals         := 60000
Cost Organics         := 125000
Cost Radioactives     := 125000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planar Core Disruption III
Description           := Elemental disruption magic which disrupts all elemental balance in a planar core (star), destroying it. The resulting explosion will destroy all planets and ships within the local astral plane.
Pic Num               := 61
Tonnage Space Taken   := 400
Tonnage Structure     := 250
Cost Minerals         := 50000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo I
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 500
Tonnage Structure     := 250
Cost Minerals         := 150000
Cost Organics         := 70000
Cost Radioactives     := 150000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 125
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo II
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 450
Tonnage Structure     := 250
Cost Minerals         := 125000
Cost Organics         := 60000
Cost Radioactives     := 125000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 125
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo III
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 400
Tonnage Structure     := 250
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 125
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo I
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 500
Tonnage Structure     := 250
Cost Minerals         := 150000
Cost Organics         := 70000
Cost Radioactives     := 150000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo II
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 450
Tonnage Structure     := 250
Cost Minerals         := 125000
Cost Organics         := 60000
Cost Radioactives     := 125000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo III
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 400
Tonnage Structure     := 250
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere I
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 120000
Cost Organics         := 60000
Cost Radioactives     := 120000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere II
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 350
Tonnage Structure     := 200
Cost Minerals         := 110000
Cost Organics         := 55000
Cost Radioactives     := 110000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere III
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 200
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere I
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 60000
Cost Organics         := 120000
Cost Radioactives     := 120000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere II
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 350
Tonnage Structure     := 200
Cost Minerals         := 55000
Cost Organics         := 110000
Cost Radioactives     := 110000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere III
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 200
Cost Minerals         := 50000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Collector I
Description           := Imploding plasma sphere which collects local elemental forces and condenses them into a new planar core (star).
Pic Num               := 62
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 60000
Cost Organics         := 120000
Cost Radioactives     := 120000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Collector II
Description           := Imploding plasma sphere which collects local elemental forces and condenses them into a new planar core (star).
Pic Num               := 62
Tonnage Space Taken   := 350
Tonnage Structure     := 200
Cost Minerals         := 55000
Cost Organics         := 110000
Cost Radioactives     := 110000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Collector III
Description           := Imploding plasma sphere which collects local elemental forces and condenses them into a new planar core (star).
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 200
Cost Minerals         := 50000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planar Core Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere I
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 120000
Cost Organics         := 60000
Cost Radioactives     := 120000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere II
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 350
Tonnage Structure     := 100
Cost Minerals         := 110000
Cost Organics         := 55000
Cost Radioactives     := 110000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere III
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere I
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 120000
Cost Organics         := 60000
Cost Radioactives     := 120000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere II
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 350
Tonnage Structure     := 200
Cost Minerals         := 110000
Cost Organics         := 55000
Cost Radioactives     := 110000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere III
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 200
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter I
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter II
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 15000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter III
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 60000
Cost Organics         := 10000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter I
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 20000
Cost Organics         := 70000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter II
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 15000
Cost Organics         := 65000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter III
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 10000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Channel Disruption I
Description           := Polarized magical fields force the elements of a local elemental plane out of the plane and back to the respective prime elemental plane.
Pic Num               := 85
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 20000
Cost Organics         := 70000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Channel Disruption II
Description           := Polarized magical fields force the elements of a local elemental plane out of the plane and back to the respective prime elemental plane.
Pic Num               := 85
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 15000
Cost Organics         := 65000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elemental Channel Disruption III
Description           := Polarized magical fields force the elements of a local elemental plane out of the plane and back to the respective prime elemental plane.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 10000
Cost Organics         := 60000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter I
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 500
Tonnage Structure     := 150
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter II
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 450
Tonnage Structure     := 150
Cost Minerals         := 65000
Cost Organics         := 15000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter III
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 150
Cost Minerals         := 60000
Cost Organics         := 10000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter I
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter II
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 65000
Cost Organics         := 15000
Cost Radioactives     := 65000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nebulae Graviton Emitter III
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 60000
Cost Organics         := 10000
Cost Radioactives     := 60000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo I
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 90000
Cost Organics         := 40000
Cost Radioactives     := 90000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo II
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 80000
Cost Organics         := 30000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo III
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo I
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 40000
Cost Organics         := 90000
Cost Radioactives     := 90000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo II
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 30000
Cost Organics         := 80000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo III
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 20000
Cost Organics         := 70000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Organic)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Permanent Elemental Channel I
Description           := Magic which creates a permanent channel within a planar core (star) to the respective prime elemental plane. The planar core (star) will explode, destroying everything in the local plane and forming a new elemental plane.
Pic Num               := 86
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 40000
Cost Organics         := 90000
Cost Radioactives     := 90000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Permanent Elemental Channel II
Description           := Magic which creates a permanent channel within a planar core (star) to the respective prime elemental plane. The planar core (star) will explode, destroying everything in the local plane and forming a new elemental plane.
Pic Num               := 86
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 30000
Cost Organics         := 80000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Permanent Elemental Channel III
Description           := Magic which creates a permanent channel within a planar core (star) to the respective prime elemental plane. The planar core (star) will explode, destroying everything in the local plane and forming a new elemental plane.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 20000
Cost Organics         := 70000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Plane Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo I
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 500
Tonnage Structure     := 150
Cost Minerals         := 90000
Cost Organics         := 40000
Cost Radioactives     := 90000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo II
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 450
Tonnage Structure     := 150
Cost Minerals         := 80000
Cost Organics         := 30000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo III
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 150
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Energy)
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo I
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 90000
Cost Organics         := 40000
Cost Radioactives     := 90000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo II
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 450
Tonnage Structure     := 300
Cost Minerals         := 80000
Cost Organics         := 30000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo III
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 300
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Manipulation (Machine)
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 80000
Cost Organics         := 10000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 10000
Cost Organics         := 80000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Organic)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Positive Energy Stream
Description           := Massive stream of positive energy which will neutralize a negative energy plane (black hole).
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 10000
Cost Organics         := 80000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Negative Energy Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 80000
Cost Organics         := 10000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Energy)
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Phased Shield Generation
Ability 3 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 3 Val 1       := 200
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 80000
Cost Organics         := 10000
Cost Radioactives     := 80000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Machine)
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 100000
Cost Organics         := 20000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 20000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Organic)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Negative Energy Stream
Description           := Direct gate leading to the prime negative energy plane placed within a planar core (star). The resulting local negative energy plane (black hole) will destroy everything in the plane but astral gates.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 20000
Cost Organics         := 100000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Negative Energy Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 100000
Cost Organics         := 20000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Energy)
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Absorbs up to [%ShieldPointsGenerated] phased damage.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 100000
Cost Organics         := 20000
Cost Radioactives     := 100000
Vehicle Type          := Ship
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation (Machine)
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Monster Beam I
Description           := Strange unknown beam attack.
Pic Num               := 267
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 1
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 7001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 71

Name                  := Monster Beam II
Description           := Strange unknown beam attack.
Pic Num               := 267
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 1
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 7001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 71

Name                  := Monster Bite I
Description           := Yum, yum.
Pic Num               := 301
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Ancient Ruins Unique
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := boom1.wav
Weapon Family         := 72

Name                  := Monster Cloak
Description           := Superior cloaking device that hides all objects in the same sector.
Pic Num               := 247
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sector - Sight Obscuration
Ability 1 Descr       := Prevents all level 10 scans.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tentacle
Description           :=
Pic Num               := 305
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 30
Weapon Sound          := tractor.wav
Weapon Family         := 73

Name                  := Spit-Out
Description           :=
Pic Num               := 300
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Ancient Ruins
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 74

Name                  := Monster WP Opener
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 7006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 300 light years away.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Monster WP Closer
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 55
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 7007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Spawn Launcher
Description           := Launches spawns into space.
Pic Num               := 125
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 7008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 300kT worth of cargo space.
Ability 2 Val 1       := 300
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Ship Warhead (Monster)
Description           :=
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 75

Name                  := Planet Eater
Description           := Large enough to devour whole planets.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 7010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Breath I
Description           :=
Pic Num               := 303
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 11
Weapon Modifier       := 20
Weapon Sound          := cluster.wav
Weapon Family         := 76

Name                  := Claw Attack I
Description           :=
Pic Num               := 302
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 1
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 7012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 77

Name                  := Monster Yard
Description           := Breeding Chamber for more monsters.
Pic Num               := 249
Tonnage Space Taken   := 20
Tonnage Structure     := 200
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Construction
Family                := 7013
Roman Numeral         := 0
Custom Group          := 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 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 20omponents per turn.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Monster PD I
Description           :=
Pic Num               := 268
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 7014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Mine Sweeping
Ability 2 Descr       := Can Sweep 2 mine per use
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 78

Name                  := Monster PD II
Description           :=
Pic Num               := 268
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 7014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Mine Sweeping
Ability 2 Descr       := Can Sweep 3 mine per use
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 78

Name                  := Monster PD III
Description           :=
Pic Num               := 268
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 7014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Mine Sweeping
Ability 2 Descr       := Can Sweep 4 mine per use
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 78

Name                  := Monster PD IV
Description           :=
Pic Num               := 268
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 7014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Mine Sweeping
Ability 2 Descr       := Can Sweep 5 mine per use
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 78

Name                  := Poison Spit
Description           := Poisonous fluid that will kill millions of people.
Pic Num               := 208
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 79

Name                  := Acid Spit
Description           := Extremely aggressive fluid that can turn whole continents into wasteland.
Pic Num               := 300
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 701

Name                  := Ice Breath I
Description           :=
Pic Num               := 304
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 36
Weapon Modifier       := 50
Weapon Sound          := hyp_plas.wav
Weapon Family         := 702

Name                  := Bioelectric Beam I
Description           := Short range high intensity bioelectric beam.
Pic Num               := 257
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       :=
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 703

Name                  := Bioelectric Beam II
Description           := Short range high intensity bioelectric beam.
Pic Num               := 257
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       :=
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 703

Name                  := Bioelectric Beam III
Description           := Short range high intensity bioelectric beam.
Pic Num               := 257
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       :=
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 703

Name                  := Bioelectric Beam IV
Description           := Short range high intensity bioelectric beam.
Pic Num               := 257
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       :=
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 703

Name                  := Bioelectric Beam V
Description           := Short range high intensity bioelectric beam.
Pic Num               := 257
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       :=
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 703

Name                  := Monster Internals
Description           := Provides healing for monsters.
Pic Num               := 218
Tonnage Space Taken   := 30
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7024
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Component Repair
Ability 1 Descr       := Heals one component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 1 points of damage per combat turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Palace
Ability 3 Descr       :=
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Monster Skin I
Description           := Thick hide of monsters protects them from injuries.
Pic Num               := 195
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other parts of the monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 3 points of damage per combat turn.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Monster Skin II
Description           := Thick hide of monsters protects them from injuries.
Pic Num               := 195
Tonnage Space Taken   := 5
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other parts of the monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 5 points of damage per combat turn.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Monster Skin III
Description           := Thick hide of monsters protects them from injuries.
Pic Num               := 195
Tonnage Space Taken   := 5
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other parts of the monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 7 points of damage per combat turn.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Anti - Planet Warhead (Monster)
Description           :=
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7020
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 704

Name                  := Monster Berserk I
Description           := Monster can attack multiple targets per turn.
Pic Num               := 165
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 7021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Monster Berserk II
Description           := Monster can attack multiple targets per turn.
Pic Num               := 165
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 7021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bio Electric Field I
Description           := Force field that shields monsters from damage.
Pic Num               := 217
Tonnage Space Taken   := 60
Tonnage Structure     := 100
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 7022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 300 phased shield points.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Recharges 30 shield points per round.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Immune system.
Description           := Kills off germs like boarding parties.
Pic Num               := 207
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 40
Cost Organics         := 40
Cost Radioactives     := 15
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 7023
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides enough anti-bodies to kill 500 marines.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adrenaline Burst I
Description           := Adrenaline makes monsters move faster in combat.
Pic Num               := 204
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Adrenaline Burst II
Description           := Adrenaline makes monsters move faster in combat.
Pic Num               := 204
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 10
Cost Radioactives     := 10
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 7025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement point during combat.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Monster Armor
Description           := Scales, thick hide, whatever..
Pic Num               := 75
Tonnage Space Taken   := 30
Tonnage Structure     := 300
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7026
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other parts of the monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Radioactives
Ability 2 Descr       :=
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Monster Sensors
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 7027
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 15.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 15
Weapon Type           := None

Name                  := Huge Monster Beam I
Description           := Strange unknown beam attack.
Pic Num               := 267
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 7028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 41
Weapon Modifier       := 0
Weapon Sound          := monsterroar.wav
Weapon Family         := 705

Name                  := Hyper-Phased Energy Discharge I
Description           := Energy discharge of unknown origin which can penetrate all shields.
Pic Num               := 205
Tonnage Space Taken   := 30
Tonnage Structure     := 50
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 60 55 50 45 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 706

Name                  := Hyper-Phased Energy Discharge II
Description           := Energy discharge of unknown origin which can penetrate all shields.
Pic Num               := 205
Tonnage Space Taken   := 30
Tonnage Structure     := 50
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7029
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 10
Weapon Sound          := ionmisl.wav
Weapon Family         := 706

Name                  := Hyper-Phased Energy Discharge III
Description           := Energy discharge of unknown origin which can penetrate all shields.
Pic Num               := 205
Tonnage Space Taken   := 30
Tonnage Structure     := 50
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7029
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 85 80 75 70 65 60 55 50 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 33
Weapon Modifier       := 20
Weapon Sound          := ionmisl.wav
Weapon Family         := 706

Name                  := Multi-Phased Energy Barrier I
Description           := A dense layer of multi-phased energy that recharges force fields generated by monsters.
Pic Num               := 191
Tonnage Space Taken   := 5
Tonnage Structure     := 20
Cost Minerals         := 1
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multi-Phased Energy Barrier II
Description           := A dense layer of multi-phased energy that recharges force fields generated by monsters.
Pic Num               := 191
Tonnage Space Taken   := 5
Tonnage Structure     := 30
Cost Minerals         := 1
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multi-Phased Energy Barrier III
Description           := A dense layer of multi-phased energy that recharges force fields generated by monsters.
Pic Num               := 191
Tonnage Space Taken   := 5
Tonnage Structure     := 40
Cost Minerals         := 1
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 7030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Monster Tech
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a monster.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Not depleted by weapons fire.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := 9mm Charge Pistol
Description           := (Auxiliary weapon) A small slug-throwing sidearm; weak, but useful as a backup.
Pic Num               := 914
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Physics
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15011

Name                  := Multi-mode Grenades
Description           := (Auxiliary weapon) Small plasma grenades with many triggering options.
Pic Num               := 919
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15012

Name                  := Laser Rifle
Description           := A hand weapon capable of rapid fire bursts.
Pic Num               := 327
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15013

Name                  := Rocket Launchers
Description           := Self-propelled missile launcher with interchangable warheads for all target types.
Pic Num               := 297
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15014

Name                  := Onager
Description           := Infantry carried energy lance.
Pic Num               := 359
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15015

Name                  := Chainguns
Description           := Vehicle mounted heavy projectile weapons which alternate armor-piercing and flechette rounds.
Pic Num               := 313
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15016

Name                  := Plasma Lance
Description           := High energy plasma charges melt through armor and ignite organics.
Pic Num               := 145
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15017

Name                  := Rocket Pack
Description           := Vehicle mounted multipurpose rockets.
Pic Num               := 945
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15018

Name                  := Heavy Turret
Description           := A large turret-mounted gun capable of firing many types of heavy shells long distances.
Pic Num               := 337
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 2250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15019

Name                  := Bombs
Description           := Air support vehicle weaponry.
Pic Num               := 102
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15020

Name                  := ECM Command Pod
Description           := Large aerial command platform with heavy electronic warfare systems.
Pic Num               := 13
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 493
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides a 15% defense bonus to all troops on the planet.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Scanner Pod
Description           := Large aerial command platform with heavy penetrating sensors and data feeds.
Pic Num               := 12
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 492
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Provides a 15% attack bonus to all troops.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Command HQ Pod
Description           := Command headquarters which provides strategic oversight and improves unit organization.
Pic Num               := 381
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 491
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides an 8% defense bonus to all troops.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Provides an 8% attack bonus to all troops.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := 9mm Charge Pistol
Description           := (Auxiliary weapon) A small slug-throwing sidearm; weak, but useful as a backup.
Pic Num               := 914
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Evolution
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15011

Name                  := Multi-mode Grenades
Description           := (Auxiliary weapon) Small plasma grenades with many triggering options.
Pic Num               := 919
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 1
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15012

Name                  := Laser Rifle
Description           := A hand weapon capable of rapid fire bursts.
Pic Num               := 327
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15013

Name                  := Rocket Launchers
Description           := Self-propelled missile launcher with interchangable warheads for all target types.
Pic Num               := 297
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15014

Name                  := Onager
Description           := Infantry carried energy lance.
Pic Num               := 359
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15015

Name                  := Chainguns
Description           := Vehicle mounted heavy projectile weapons which alternate armor-piercing and flechette rounds.
Pic Num               := 313
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15016

Name                  := Plasma Lance
Description           := High energy plasma charges melt through armor and ignite organics.
Pic Num               := 145
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15017

Name                  := Rocket Pack
Description           := Vehicle mounted multipurpose rockets.
Pic Num               := 945
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15018

Name                  := Heavy Turret
Description           := A large turret-mounted gun capable of firing many types of heavy shells long distances.
Pic Num               := 337
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 2250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15019

Name                  := Bombs
Description           := Air support vehicle weaponry.
Pic Num               := 102
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15020

Name                  := ECM Command Pod
Description           := Large aerial command platform with heavy electronic warfare systems.
Pic Num               := 13
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 493
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides a 15% defense bonus to all troops on the planet.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Scanner Pod
Description           := Large aerial command platform with heavy penetrating sensors and data feeds.
Pic Num               := 12
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 492
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Provides a 15% attack bonus to all troops.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Command HQ Pod
Description           := Command headquarters which provides strategic oversight and improves unit organization.
Pic Num               := 381
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 491
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infestation Spores
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides an 8% defense bonus to all troops.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Provides an 8% attack bonus to all troops.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := 9mm Charge Pistol
Description           := (Auxiliary weapon) A small slug-throwing sidearm; weak, but useful as a backup.
Pic Num               := 914
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spellcraft
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15011

Name                  := Multi-mode Grenades
Description           := (Auxiliary weapon) Small plasma grenades with many triggering options.
Pic Num               := 919
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 1
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15012

Name                  := Laser Rifle
Description           := A hand weapon capable of rapid fire bursts.
Pic Num               := 327
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15013

Name                  := Rocket Launchers
Description           := Self-propelled missile launcher with interchangable warheads for all target types.
Pic Num               := 297
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15014

Name                  := Onager
Description           := Infantry carried energy lance.
Pic Num               := 359
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15015

Name                  := Chainguns
Description           := Vehicle mounted heavy projectile weapons which alternate armor-piercing and flechette rounds.
Pic Num               := 313
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15016

Name                  := Plasma Lance
Description           := High energy plasma charges melt through armor and ignite organics.
Pic Num               := 145
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15017

Name                  := Rocket Pack
Description           := Vehicle mounted multipurpose rockets.
Pic Num               := 945
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15018

Name                  := Heavy Turret
Description           := A large turret-mounted gun capable of firing many types of heavy shells long distances.
Pic Num               := 337
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 2250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15019

Name                  := Bombs
Description           := Air support vehicle weaponry.
Pic Num               := 102
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15020

Name                  := ECM Command Pod
Description           := Large aerial command platform with heavy electronic warfare systems.
Pic Num               := 13
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 493
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides a 15% defense bonus to all troops on the planet.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Scanner Pod
Description           := Large aerial command platform with heavy penetrating sensors and data feeds.
Pic Num               := 12
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 492
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Provides a 15% attack bonus to all troops.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Command HQ Pod
Description           := Command headquarters which provides strategic oversight and improves unit organization.
Pic Num               := 381
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 491
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Monster Summoning
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides an 8% defense bonus to all troops.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Provides an 8% attack bonus to all troops.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := 9mm Charge Pistol
Description           := (Auxiliary weapon) A small slug-throwing sidearm; weak, but useful as a backup.
Pic Num               := 914
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spark of Life
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15011

Name                  := Multi-mode Grenades
Description           := (Auxiliary weapon) Small plasma grenades with many triggering options.
Pic Num               := 919
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15012

Name                  := Laser Rifle
Description           := A hand weapon capable of rapid fire bursts.
Pic Num               := 327
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15013

Name                  := Rocket Launchers
Description           := Self-propelled missile launcher with interchangable warheads for all target types.
Pic Num               := 297
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15014

Name                  := Onager
Description           := Infantry carried energy lance.
Pic Num               := 359
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15015

Name                  := Chainguns
Description           := Vehicle mounted heavy projectile weapons which alternate armor-piercing and flechette rounds.
Pic Num               := 313
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15016

Name                  := Plasma Lance
Description           := High energy plasma charges melt through armor and ignite organics.
Pic Num               := 145
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15017

Name                  := Rocket Pack
Description           := Vehicle mounted multipurpose rockets.
Pic Num               := 945
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15018

Name                  := Heavy Turret
Description           := A large turret-mounted gun capable of firing many types of heavy shells long distances.
Pic Num               := 337
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 2250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15019

Name                  := Bombs
Description           := Air support vehicle weaponry.
Pic Num               := 102
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15020

Name                  := ECM Command Pod
Description           := Large aerial command platform with heavy electronic warfare systems.
Pic Num               := 13
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 493
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides a 15% defense bonus to all troops on the planet.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Scanner Pod
Description           := Large aerial command platform with heavy penetrating sensors and data feeds.
Pic Num               := 12
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 492
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Provides a 15% attack bonus to all troops.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Command HQ Pod
Description           := Command headquarters which provides strategic oversight and improves unit organization.
Pic Num               := 381
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 491
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Troops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides an 8% defense bonus to all troops.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Provides an 8% attack bonus to all troops.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := 9mm Charge Pistol
Description           := (Auxiliary weapon) A small slug-throwing sidearm; weak, but useful as a backup.
Pic Num               := 914
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fundamental Robotics
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15011

Name                  := Multi-mode Grenades
Description           := (Auxiliary weapon) Small plasma grenades with many triggering options.
Pic Num               := 919
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15012

Name                  := Laser Rifle
Description           := A hand weapon capable of rapid fire bursts.
Pic Num               := 327
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15013

Name                  := Rocket Launchers
Description           := Self-propelled missile launcher with interchangable warheads for all target types.
Pic Num               := 297
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15014

Name                  := Onager
Description           := Infantry carried energy lance.
Pic Num               := 359
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15015

Name                  := Chainguns
Description           := Vehicle mounted heavy projectile weapons which alternate armor-piercing and flechette rounds.
Pic Num               := 313
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15016

Name                  := Plasma Lance
Description           := High energy plasma charges melt through armor and ignite organics.
Pic Num               := 145
Tonnage Space Taken   := 5
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15017

Name                  := Rocket Pack
Description           := Vehicle mounted multipurpose rockets.
Pic Num               := 945
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15018

Name                  := Heavy Turret
Description           := A large turret-mounted gun capable of firing many types of heavy shells long distances.
Pic Num               := 337
Tonnage Space Taken   := 12
Tonnage Structure     := 0
Cost Minerals         := 2250
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 4
Tech Area Req 2       := Troop Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15019

Name                  := Bombs
Description           := Air support vehicle weaponry.
Pic Num               := 102
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := All
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 42
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 15020

Name                  := ECM Command Pod
Description           := Large aerial command platform with heavy electronic warfare systems.
Pic Num               := 13
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 493
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides a 15% defense bonus to all troops on the planet.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Scanner Pod
Description           := Large aerial command platform with heavy penetrating sensors and data feeds.
Pic Num               := 12
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 492
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Provides a 15% attack bonus to all troops.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Command HQ Pod
Description           := Command headquarters which provides strategic oversight and improves unit organization.
Pic Num               := 381
Tonnage Space Taken   := 49
Tonnage Structure     := 0
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 491
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Drones
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Provides an 8% defense bonus to all troops.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Provides an 8% attack bonus to all troops.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := FS Kinetic Lance
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10025
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 10025

Name                  := FS Maser
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 10041
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 6 8 4 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10041

Name                  := FS Pulse Maser I
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 10042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 8 10 6 8 4 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 10042

Name                  := FS Pulse Maser II
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 10042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 6 8 5 7 4 6 3 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 10042

Name                  := FS Plasma Torch
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 220
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 10 6 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10011

Name                  := FS Plasma Cannon I
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 10 8 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10012

Name                  := FS Plasma Cannon II
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 18 16 12 10 6 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 10012

Name                  := FS Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 448
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 608
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 10008

Name                  := FS Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 528
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 10009
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Fighters
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 10009

Name                  := Rail Cannon
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 11000

Name                  := Laser Beam
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 3
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 11001

Name                  := IR Laser
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 23
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11002

Name                  := X-Ray Laser
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 23
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 11003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11003

Name                  := Graser Beam
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 5 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11004

Name                  := Particle Beam
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 12
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 11005

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 46
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 66
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 60
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Physics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 11009

Name                  := Ripper Beam
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 16
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 11010

Name                  := Anti - Matter Torpedo
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 11011

Name                  := Quantum Torpedo
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 11011

Name                  := Hydrogen Bore
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 28
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 10 10 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 11012

Name                  := Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 11014

Name                  := Graviton Hellbore
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 20 19 18 16 15 13 12 10 8 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 11015

Name                  := Thermonuclear Missile
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 12 12 12 12 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 11050
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Crystalline Torpedo
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11041
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Physics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 11041
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 4

Name                  := Spine Thrower
Description           := Short range appendage which uses a controlled chemical explosion to propel 1 foot long spikes at an enemy ship.
Pic Num               := 1352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 32
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Spine Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 11016

Name                  := Bioelectric Arc Gun
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 18
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11019
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Arc Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 11019

Name                  := Electric Discharge
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 28
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 11006

Name                  := Lightning Ray
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 4 4 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 11006

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 46
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 66
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 91
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 60
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Applied Evolution
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 11009

Name                  := Acid Globule
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 1361
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 32
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 9 9 9 9 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 11013

Name                  := Enveloping Acid Globule
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 1368
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 47
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 20 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 11013

Name                  := Fungal Torpedo
Description           := Carries a genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus. Exposure to vacuum kills them in a minute or less.
Pic Num               := 1458
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11017
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 6 5 5 5 5 5 4 4 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 11017

Name                  := Corrosive Fungal Torpedo
Description           := Carries a corrosive genetically engineered fungus that will consume anything it touches. When the torpedo hits, it bursts, releasing the fungus.
Pic Num               := 1459
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 50
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 1109
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fungal Torpedo Weapons
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 11 11 11 11 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 1109

Name                  := Plasma Charge
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 29
Cost Radioactives     := 58
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 10 9 9 8 8 7 7 6 6 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 11007

Name                  := Hyper - Plasma Bolt
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 48
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 0 14 13 13 12 12 11 11 10 10 9 9 8 8 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 11007

Name                  := Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 24 24 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 11014

Name                  := Nanoparasite Launcher
Description           := Millions of explosive parasites mere nanometers in diameter swarm the hull of the target ship, searching for microscopic fractures to pass through.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 25
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanoparasite Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 41 38 35 32 29 26 23 20 16 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 11015

Name                  := Seeking Parasite
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 5
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Seekers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 10 10 10 10 10 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Crystalline Torpedo
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11040
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Evolution
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 4

Name                  := Magic Missile
Description           := An arrow composed of pure magical energy and directed at a target, this low-level but powerful spell is easily stopped by magic resistance.
Pic Num               := 539
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Fighter
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 11016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Mana
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 11016

Name                  := Fist of Stone I
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 21
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 11017

Name                  := Fist of Stone II
Description           := Medium range magic which channels matter from the elemental plane of earth into a fist of stone.
Pic Num               := 538
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 36
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Earth
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon List Target Override := Ships, Planets, Satellites, Drones
Weapon List Target Description := Ships\Planets\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 78
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 11017

Name                  := Fire Spray
Description           := Offensive spell which directs a short ranged spray of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 2
Cost Radioactives     := 28
Vehicle Type          := Fighter
Supply Amount Used    := 17
Restrictions          := None
General Group         := Weapons
Family                := 11018
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11018

Name                  := Fire Bolt I
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 2
Cost Radioactives     := 189
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 5 4 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11019

Name                  := Fire Bolt II
Description           := Offensive spell which directs a bolt of fire at its target. Requires lots of mana to cast, as well as a small amount of flammable material.
Pic Num               := 517
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 2
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Fire
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 9 8 6 4 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11019

Name                  := Shock
Description           := Offensive spell which directs a bolt of lightning at its target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 7
Cost Organics         := 4
Cost Radioactives     := 18
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11020
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11020

Name                  := Lightning Bolt I
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 8
Cost Organics         := 5
Cost Radioactives     := 18
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +3% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 11021

Name                  := Lightning Bolt II
Description           := Offensive spell which directs a powerful bolt of lightning at its target. Natural attraction to metallic objects improves chances to hit the target.
Pic Num               := 516
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 13
Cost Organics         := 9
Cost Radioactives     := 36
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Lightning
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +5% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 5 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 5
Weapon Sound          := apbeam.wav
Weapon Family         := 11021

Name                  := Cone of Cold I
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 54
Vehicle Type          := Fighter
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 11022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +9% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 2 2 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 9
Weapon Sound          := incn_s.wav
Weapon Family         := 11022

Name                  := Cone of Cold II
Description           := Offensive spell which directs a cone of ice at its target. The cone absorbs the coldness of the astral plane, increasing in damage the farther it travels before impact.
Pic Num               := 788
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 11022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elemental Weapons - Water
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +14% Accuracy
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 3 4 4 5 6 6 7 8 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 120
Weapon Modifier       := 14
Weapon Sound          := incn_s.wav
Weapon Family         := 11022

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 46
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 66
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 60
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spellcraft
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 11009

Name                  := Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 11014

Name                  := Wailing Doom
Description           := Sonic magic causes massive reverberations in the target's hull. Little damage is done to the external structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Magic Weapons - Sonic
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 21 19 18 16 15 13 12 10 8 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 11015

Name                  := Mephit
Description           := Summoned elemental creature which travels to the target and casts damaging spells upon it.
Pic Num               := 67
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 11
Restrictions          := None
General Group         := Weapons
Family                := 11050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mephit Summoning
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 12 12 12 12 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 11050
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Crystalline Torpedo
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11041
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spellcraft
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 11041
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 4

Name                  := Kinetic Lance
Description           := The kinetic lance creates a stream of virtual particles simulating solid matter.
Pic Num               := 548
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11025
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kinetic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 11025

Name                  := Maser
Description           := The maser channels a high amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 11041
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 4 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 70
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11041

Name                  := Pulse Maser I
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 5 3 4 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 3
Weapon Sound          := apbeam.wav
Weapon Family         := 11042

Name                  := Pulse Maser II
Description           := The pulse maser channels an enormous amount of power through a linear antenna array in pulses, creating a broad-spectrum pulse of electromagnetic energy.
Pic Num               := 549
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Pulse Maser Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 8 5 7 4 6 3 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 190
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11042

Name                  := Plasma Torch
Description           := Short range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 544
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lesser Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 34
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11011

Name                  := Plasma Cannon I
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 5 4 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11012

Name                  := Plasma Cannon II
Description           := Medium range cannon which fires high energy plasma packets contained in magnetic vortices.
Pic Num               := 550
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Storm Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 9 8 6 5 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Double Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 24
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 11012

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 224
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 304
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 264
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11009
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Spark of Life
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 11009

Name                  := Matter Beam
Description           := Medium range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 6 6 6 6 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 11011

Name                  := Heavy Matter Beam
Description           := Long range cannon which fires a coherent burst of anti-matter at its target.
Pic Num               := 515
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Matter Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 11011

Name                  := Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 0
Cost Organics         := 0
Cost Radioactives     := 440
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Spark of Life
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 11014

Name                  := Rail Cannon
Description           := Medium range cannon which uses electromagnets to propel large projectiles.
Pic Num               := 98
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 11000

Name                  := Laser Beam
Description           := Medium range cannon which fires laser beams.
Pic Num               := 316
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 3
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Laser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 11001

Name                  := IR Laser
Description           := Medium range cannon which focuses light in the infrared spectrum.
Pic Num               := 321
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 23
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 11002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Infrared Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11002

Name                  := X-Ray Laser
Description           := Medium range cannon which lases very high energy x-rays.
Pic Num               := 319
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 23
Vehicle Type          := Fighter
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 11003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine X-Ray Laser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11003

Name                  := Graser Beam
Description           := Medium range cannon which lases very high energy gamma rays.
Pic Num               := 18
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 6 6 5 5 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 11004

Name                  := Particle Beam
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 12
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Energy Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 11005

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 46
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by hyper-dense armor.
Pic Num               := 264
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 66
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 11008

Name                  := Telekinetic Projector
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 60
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psionic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Psychokinesis
Tech Level Req 2      := 3
Tech Area Req 3       := Fundamental Robotics
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 11009

Name                  := Ripper Beam
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 16
Vehicle Type          := Fighter
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 11010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 11010

Name                  := Anti - Matter Torpedo
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +15% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 15
Weapon Sound          := amtorp.wav
Weapon Family         := 11011

Name                  := Quantum Torpedo
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +25% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 25
Weapon Sound          := qtorp.wav
Weapon Family         := 11011

Name                  := Hydrogen Bore
Description           := Medium range high intensity fusion beam.
Pic Num               := 22
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 28
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine High-Energy Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 11 11 10 10 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 11012

Name                  := Tachyon Cannon
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 126
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 11014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := +10% accuracy.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 0 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 11014

Name                  := Graviton Hellbore
Description           := Intense gravitational sphere fired at enemy ships causing them to implode. The sphere can be affected by energy fields, but is capable of passing through exterior armor structure.
Pic Num               := 45
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 11015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Gravitational Weapons
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := +25% accuracy.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 20 19 18 16 15 13 12 10 8 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 25
Weapon Sound          := gravhell.wav
Weapon Family         := 11015

Name                  := Thermonuclear Missile
Description           := Heavy duty missile with a nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 11050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Machine Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 12 12 12 12 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 11050
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Crystalline Torpedo
Description           := Hardened crystal projectile which will seek and explode against an enemy target. These torpedoes cannot be stopped by hyper-dense armor.
Pic Num               := 261
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 11041
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fundamental Robotics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Star - Unstable
Ability 1 Descr       := Does not trigger shields from damage against shielded targets.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Palace
Ability 2 Descr       := Ignores emissive armor abilities.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon List Target Override := Ships, Planets, Satellites
Weapon List Target Description := Ships\Planets\Sats
Weapon Damage At Rng  := 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 11041
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 4

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